Enter The Matrix FAQ/Walkthrough
PS2, XB, GC, PC
WRITTEN BY: IRISH (MATT SAJBAN)
COPYRIGHT 2003 BY IRISH, MATT SAJBAN, DARK LEGACY NETWORK
VERSION 2.0
http://www.dark-legacy.org/dlmain.shtml
*UPDATES - Hacking Guide, Frequently Asked Questions, Corrections*
=======================================================================
CONTENTS
=======================================================================
1. OUTLINE OF FAQ
2. GAME INFO
3. WALKTHROUGH
3-A GHOST FAQ
3-B NIOBE FAQ
4.HACKING
5.FREQUENTLY ASKED QUESTIONS
6 SECRETS / CODES
7COPYRIGHT
8. Contact Information
=======================================================================
OUTLINE OF FAQ
=======================================================================
-The purpose of this FAQ is to layout out an easy to follow walkthrough
that contains as little spoilers as possible. Storyline elements and
other plot related information is not covered in this FAQ. Due to the
fact that the movie and game have parallel stories I felt that it would
be better to not discuss plot points as it may ruin the movie for
people who have yet to see it.
-I do not claim to be a professional FAQ writer so I admit some
inconstancies and grammatical errors in my FAQ. My purpose here is to
provide information that will help you through some difficult parts of
the game. This is only the second FAQ I have written in its entirety so
I hope it suites your needs.
-This FAQ is written on the normal difficulty level. Events and the
amount of enemies can be altered depending on the difficulty level you
select.
-This FAQ is written using the XBOX version of the game. While the
controls, graphics, and sound may be different for the different
versions of the game, the game play and scenarios are all the same.
Despite this fact, there is a slight chance that some of the
information found in one version may slightly differ for another.
*Note* I have confirmed that the only known differences are the
extra weapon (MP5x) in the Xbox version, and that the program to
make the controller rumble in the GC version is Rumble.exe
and not Vibration.exe.
=======================================================================
GAME INFO
=======================================================================
Enter the Matrix is a ground breaking title that paves the way for
movie to game translations. Never before have the movie producers been
so involved in the creation of a game in its entirety. The game not
only adds to the already complex story of The Matrix movies, but it
also provides an entirely unique storyline that follows the paths of
Ghost and Niobe. While you do not have the powers or the skill to match
Neo, you do have exception talents and can kick some serious ass while
you are jacked into The Matrix.
*Tips to Keep You Running*
- You heal and regain your focus meter with the passing of time. If you
have just fought in a brutal gunfight with swat team members or have
just narrowly escaped pursuit of an Agent, take any time you can to
stay in cover and let your life and focus bars refill. Depending on the
level of difficulty and the intensity of the combat you are involved in
your status bars will take a certain amount of time to refill. Make
sure you get a good idea for how fast your meter will refill and help
that judge how quickly you should proceed forward
-Focus is key. The focus command in the game lets you delve into the
powers of The Matrix. When you use the focus meter you will not only
slow down time, but your senses will become more acute. Your aim will
improve, you can jump farther, you can run up walls, and you can even
see bullets as they come at you. This ability is what sets you apart
from the regular humans that you find yourself pitted against
throughout the game. Use your focus wisely and do not waste it when it
is not needed.
- Agents are feared for a reason. While you may want to stand your
ground and fight an Agent, do not expect to come out of the fight
victorious. The best thing to do is knock them down and run away. They
not only have the same skills and abilities as you, they are better at
most of them than you. Firing a gun at an Agent at long range is a
waste of ammo. They can dodge bullets as if they were dodging a falling
feather. If you have to fight them your only chance is to do it up
close and with the full use of your focus ability. Throws are a risky
deal since the Agents are good at countering them. Again, if you have
to fight an Agent, do so only to knock them down and buy yourself more
time to run away. If you plan to stay alive for long don't go Agent
hunting.
- Terms used in this FAQ
-Focus Dive- A focus dive is triggered when your characters visually
aims at an attacker with a firearm equipped. If you then press the jump
button in conjunction with the focus button, the player will dive at
the target in slow motion.
-Focus Jump- A jump used in conjunction with the focus button
- Focus Dodge- A dodge performed by using the focus button and the
defense button together. Performs dives, counters, and acrobatic feats.
=======================================================================
- - - - GHOSTS WALKTHROUGH - - - -
=======================================================================
-- Post Office --
Mission: CLOSING TIME
You start the game in the lobby of a large city post office. This large
area is a great place to practice your skills and get acquainted with
the controls. Note that if you take out your guns in the lobby the
security will come after you, so it is better to leave that till later.
Once you are ready to go, proceed past the main desk and into the rear
of the lobby. Here you will find an elevator. Accessing the elevator
you will find that it is inoperable at this moment. Sparks suggest
another way through the post office.
After Sparks relays his message, 2 security guards will emerge from the
back of the post office and begin to attack you. The security guards
from the lobby will join into the fight and you will now officially
have your first fight in the game. These guards are relatively easy so
take your time to experiment with the controls and see how the focus
command changes throws, attacks, and counters. Once you have silenced
the guards, proceed through the door that they emerged from that leads
to the rear of the post office.
Follow the available path through the rear of the post office (referred
to as PO from now on). When you come to a security desk, a guard will
emerge and come after you. Another guard joins him from further down
the hall. Take these two guards out with ease and collect any weapons
that they drop. You can give the PO employee a beating if you wish, or
you can continue on your way through the access door near the carts of
mail.
Inside this next room you find a health pickup in front of you on a
desk. Pass through the gap between the desks and sneak up on a security
guard. This is a great opportunity to use the grab attack for the first
time. Hitting the action button when you are behind a person accesses
the grab attack. Put down this guard however you feel and proceed up
the short stairs in the room. Open the door and proceed through the
next 2 hallways. Open the door at the end of the second hallway to
finish the first section.
Mission: Epicenter
At the start of the level you find yourself at the top of a steel
grated stairway. Make your way down to the ground floor and dispose of
the guard who impedes your progress. Follow the sound of heavy
machinery to the far end of the passage. Here you will find a fence
that you can climb over. After you have scaled the fence, proceed
through the processing room of the PO. Toy with the PO employees if
your feeling sadistic, otherwise exit the processing room and turn
left. You will see two security guards in front of you and the elevator
you are looking for behind them. Put down the two guards and the third
one that comes to help them from behind you. You can now either enter
the elevator and move on to the next level, or explore the rest of the
mail processing room. Once you are done here, move towards the elevator
and move on to the second floor
Mission: Unexpected Arrival
As you exit the elevator into the second floor, you run dead on into a
squad of security guards who are surprised of your appearance. Run to
the desk just in front of the elevator and load up on the available
weapons there. Half of the security guard group will stay to fight you
while the other half will apparently run away. Take out these "heroes"
and give chase to the security guards who ran away.
Around the next corner you see that they did not run away, but were
setting up an ambush. A security guard drives a forklift at you while
the other ones use it for cover. Ignore the forklift and take out the
security guards who are behind it. Be careful of security guards hiding
behind crates. They may not make their appearance known until you are
right on top of them. Once you have disposed of the guards in this
area, move to the end of the hall and turn the corner.
The guards are apparently either smart or very scared. Around the next
corner you are ambushed by a group of guards who are taking cover
behind the boxes of mail. Remove the four guards from the equation and
continue down to the far end of the storage room. As soon as you come
to the next corner there are two guards who will begin firing on you
from behind some more boxes of mail. You can strafe around the boxes
for cover so you can get in close and put these guards out for a nap.
Beyond these two guards, three more will attack you from further down
the next hallway. You can take the time to put them down, or you can
just run through the steel gate in order to trigger a cut scene.
After the cut scene you find yourself on the top of the shelves holding
the crates of boxes. Security has fired tear gas into the corridor and
you have gone sky ward to avoid it. Your object here is to stay on the
top of the shelves and not to fall down into the tear gas. Take a step
back and make a running jump using your focus powers onto the air vent
across from you. Be careful not to end on the right side of the air
vent or it will collapse and send you falling into the tear gas below.
If you do fall, simply run back through fenced gate and climb up the
boxes to the top of the shelves. Either way, when you make your way to
the top of the opposite shelves, follow it to roof of the next room.
Jump through the skylight in order to end the level.
Mission: Redirected
You begin this level in a storage room. Turn around and exit into an
adjoining storage room. Immediately in front of you in the next room is
a security guard. He is radioing in you position to quickly take him
down before he can pull out his weapon. On the opposite side of the
storage room, two security guards will open fire on you. Use the
shelves as cover, or simply use the focus ability to take them down at
long range with your guns. As you exit this room, a squad of guards
will attack you from the opposite side of a large fenced in area. Since
they are not in your way you can choose to avoid them and run down the
hallway. When you have passed them, follow the hallway until you come
to a left turn. A cut scene will take place.
After the cut scene continue down the corridor and enter the glass
office to the left. You will then be given a prompt that will tell you
to use your force power to jump through the window. Run at the window
with the force ability in use and jump at it. Your character should
jump or perform some sort of tumble and crash through the window. Next,
run towards the opening at the far end of the room.
When you near the first set of boxes, a security guard will be alerted
of your presence. Once he is down for the count there are still another
seven guards to take down in this corridor of boxes. The best way to
take them down is in two separate groups. The first group of four can
even be cut in half. The first two will run at you while the other two
will be behind a row of boxes. Take out these four guards and proceed
to take on the remaining three in the corridor. Once you are done with
them, run through the partially opened gate and open the door inside
the next room.
Here you will find yourself in a group of offices. Move to the end of
the row of offices and enter the final one on the left. Open the door
and move into a second section of offices. In this room there are two
security guards and two regular PO employees. Take down the guards and
be careful not to lock onto the PO employees in the process. Before you
exit this room through a door in the back left corner, take note of a
locked door in the back right corner of the office. This office is
locked now, but it will serve as a means to escape in a later level.
Open the door in front of the fenced in hallway and move into a small
storage room. The next room you enter is the power control room for the
post office. Push the red button to your right to restore power to the
first floor elevator that was previously out of service. Play with the
PO employees if you wish and exit the control room through the new door
at the far end of the control panel. Pass through this small fenced in
hallway and exit the level through the next door.
Mission: Backtracking
Descend the stairway and take out the lone guard at the bottom. Exit
through the door to find yourself at the far end of the mail processing
room. Move back to the front of the mail processing room where you
originally entered by climbing the fence. On you way you will encounter
6-7 guards spread out amongst the maze like passages. They are mostly
encountered alone so there should be no problem taking them on. Once
you get to the fence, scale it. There are now two security guards at
the base of the metal grating stairs. Make the long run to their
position and dispose of them as you see fit. Enter the door at the base
of the stairs to move on to the next section.
Mission: Got It
The next room is the first floor P.O. box room that is connected to the
PO lobby (running in circles huh). There are two guards who will stay
to fight you inside the PO box room while a third one runs to get back
up. Use the counters and the far wall as cover so you can move closer
to the two guards. Disarm them and give them a good beating for trying
to stop you. When you are done, take a second to regain your focus and
your health before moving back into the bank lobby.
A few guards will remain in the main lobby, so mop them up. Once you
have cleared up the main lobby the elevator behind the front desk will
open. Take the elevator to the second floor. Just a little bit more and
you'll finally have the package.
Now inside the second floor PO box room, move to the far wall and take
a left. Follow the wall to your right until you reach the last group of
PO boxes on the left. When you get close enough to the boxes a cut
scene will take place. After the cut scene the PO box room will be
filled with tear gas. Make your way back to the elevator and knock down
any guards who get in your way. If you stay to long in the tear gas you
risk dieing from the inhalation of the gas. If you make a stand at the
front of the elevator you can take out any pesky guards and not have to
worry about the gas's effects. Once you have disposed of the guards in
the room the elevator will open and you can make your way back to the
main lobby.
Back in the main lobby you are only a quick sprint from freedom. Run
back to the front doors and make your escape... unfortunately for you
the cops have set up a little trap for you. Once you try to open the
doors the security gates will close and seal you into the front lobby.
Worse yet, a few units of cops are lying in wait for your arrival. As
the security gates slam shut, the cops will start to poor into the room
and open fire on you.
Be smart; don't try to take them all out at once. Your best course of
action is to move around the perimeter of the room and take out the
guards as they show themselves. Since many of these cops are very well
armed, target the ones with the shotguns and MP5's first. Not only will
this silence a potentially lethal enemy, but also it will gain you a
strong weapon in the process. Continue making sweeps around the room
until the room is cleared. Note that you can take refuge in the
bathroom area to regain focus and especially health.
Once you have taken down the last of the cops, you will be directed to
a new waypoint. The door next to the service desk is now open. Go
through it to access a previously visited section of the PO. Continue
through the back hallways and make your way to the processing room.
Mission: Big Distraction
You ever get that feeling that someone's help isn't as welcome as they
expect it to be? Well apparently Niobe has set up a distraction at the
expense of your escape. After the cut scene you will find that a few
large explosions have rocked the rear of the PO. Sparks suggest that
you make your way through the rubble and back through the offices on
the second floor.
Descend the stairs and make your way around the fallen catwalk. The
fence that had previously slowed your progress is now ripped in two.
Continue through the hole. As you make your way further into the
processing room you will come across two scared PO employees. Let them
run away as there is a group of police officers behind them. Show them
what they are messing with and move on. Continue through the wrecked
processing room and take out the security officers around every corner.
Apparently these guys do not get the idea that it is a good time to
leave. Once you have finally made your way to the rear of the
processing room, take the rear stairs up to the second floor.
Mission: Breakout
Almost there, just a little more and you will leave the Post Office in
your dust. Move back through the control room and take notice of the
two cops foolish enough to follow you. In the next room there are two
security guards hiding among the shelves of supplies. Move in for some
hand to hand combat and weapon disarms. Once you are ready be prepared
to make a run for it. Once you open the next-door two security guards
from the other side of the fenced in hallway attack you. Take them down
and move back through the offices. Instead of turning right and into a
group of police officers, take a left and duck into the lone office at
the end of the room. Once you open the door you will trigger a cut
scene that leaves you some-what questioning Sparks' methods. Bring on
the car chase...
Mission: Get to the Hard Line
This mission is just a simple point and shoot mission. Niobe handles
the driving so it is your duty to keep her path open. The cop cars that
come after you are not of the variety you see on late night cop chase
TV shows. They are willing to ram you, shoot at you, and pull other
dirty tricks to stop you. Pull some dirty tricks of your own and use
the other cars on the road as four-wheel bombs. Notice that the cars
weakness is the engine block. Riddle it with a few rounds of your MP5
and they should be a pile of smoldering metal in no time. Once you have
made your way over the bridge the level will end.
Mission: Answer the Phone
After a thrilling chase scene through some back alleys, you find
yourself on a rooftop. You are only a few rooftops from a hard line and
your flight to freedom. Make your way towards the rooftop with the
radio tower. Take note that falling from the rooftops is an unhappy
experience, given that it means that you have to start the level over
again. Climb the ladder to the rooftop with the radio tower and meet an
unwelcome visitor.
This is where you learn what it means to "run like hell." An Agent has
you in his sites and you don't want to wait around to see what he has
in store for you. From the rooftop you start from, move towards the
next building and jump onto the ladder there. Continue your way across
the next rooftop. If you want to run faster you can unequip any guns
you have so that your character can focus on running.
Once you have made your way onto the next rooftop you will be warned of
an Agents transmission into a persons body by its tell tale electricity
sound. Avoid the Agents gunfire by running around the outside of the
brick pillar and jump onto the next rooftop. Here two cops that emerge
from a rooftop doorway will greet you. You don't have to worry about
the pursuit of an Agent at the moment so you can take out some
aggression on the two. Continue on your way by running up and down the
familiar looking metal shingle roofing.
At the edge of the rooftop jump through the open gap of the adjacent
derelict building. Crash through the half broken boards and down two
flights to the floor of the building. A cop waits behind you with his
gun ready so be prepared. Run through the winding hallways of the
building and jump to the next building. Climb up the ladder for another
unhappy surprise. You may have thought that the Agent forgot about you,
but just like an elephant, an Agent never forgets. As you climb on the
roof of the building you see him fall to the rooftop of the building in
front of you. Instead of taking him head on, run through the doorway to
your left and jump across the gap into the hole in the next building.
Two cops converge on you as you land in the empty room. Take them out
quickly as the Agent is hot on your tail this time. Quickly climb up
the stairs and jump to the next rooftop. You're almost home free. Climb
the next ladder and jump down to the next rooftop. Look familiar?
Quickly climb up the ladder to end the level. You finally make it to
the hard line and jack out of The Matrix. Good job, you just survived
your first encounter with an Agent.
-- Airport --
Mission: Concourse
Your next adventure into The Matrix leads you to an airport terminal.
As fate has it, it turns out that some of your rebel compatriots are in
some trouble and need your help. From the offset of the level you find
yourself just before the metal detector check point. Before you lay
waste of the security detail, listen to their account of the attack.
Once they are done have some fun. Before you alert them of your intent,
sneak up behind one of them and choke the guard out to get the jump on
him. Take out the two remaining guards and move towards the airports
concourse. Around the next corner you come across a lone security
officer coming to his colleagues aid. Put him to sleep and advance into
the concourse.
Apparently you are being expected. As you enter the concourse you come
across a unit of security guards. They are only equipped with the
standard issue hand guns, but they have you outflanked. Do a few focus
dives and flips to keep you "bullet hole free." if you happen to get a
few bumps and scratches, you can search the check in counter and take
the health pack there.
At the far end at this section of the concourse, a guard sees you
advancing and lets his fear known with a few choice words. Take down
the scared guard and pick up the flash bangs he drops. Since the
hallway to the next section of the concourse is sealed, take a detour
through the nearby bathroom. Pick up the MP5 that you come across just
before you enter the bathroom. At the opposite end of the bathroom, a
few swat team members breach the room and open fire on you. Advance on
them and fire off a few bullets at them while they are still standing
in the doorway. Once you are close enough, disarm them of their weapons
in order to pick up some better guns and more ammo.
Through a small hallway you find yet another bathroom. This one has a
similar set up as the last one, but now it has two small passages on
the perimeter of the room. Use these passages to sneak up on the two
guards who casually stroll into the bathroom. Advance on them quickly
and take them by surprise. They have MP5's equipped so be careful. Take
their weapons from them if you can to even the playing field. You will
need as many MP5 rounds as you can get so collect them as you can and
conserve them.
The next section of the concourse again has a group of SWAT members
waiting for your arrival. Use your focus to its fullest extent and
divide and conquer. These guards are easily put down with little
resistance. Move to the far end of the concourse and down the hallway.
Enter the door at the end to end the level.
Mission: North Point
You are now inside the customs office. From the next room over you can
hear a group of guards discussing what is going on in the airport.
Listen if you want to or go in with guns blazing. Remember to conserve
your MP5 ammo so equip the handguns. The key here is to stop the guards
before they can pick up the MP5 machine guns from the racks on the
wall. If one of them happens to get one before you can take him down,
quickly disarm him to avoid any unnecessary damage. Once you are done,
pick up the stun grenades and move to the front of the customs office.
Equip the stun grenades and toss one at the glass at the front of the
office. If the grenade bounces off the ceiling and comes back towards
you, retreat into the previous room for cover. If you want to increase
your accuracy use focus while you are throwing the grenade.
Once the grenade blows out the front windows, you can make your way
back into the concourse. Equip the flash bangs from before. A group of
security guards are hiding behind a baggage cart, waiting your arrival.
Get the jump at them by throwing the flash bang at the baggage cart.
Once it goes off, quickly converge on them and take them out before
they have a chance to get back on their feet.
In the next section of the concourse, a group of SWAT members will dive
out of a ticket office window. Before they can draw their weapons, take
them down and turn your attention to the two SWAT members who emerge
from the boarding passages. Once this area is clear take some time to
do inventory on your weapons and regain your health, you'll need it.
Mission: North Point 2
Now you've gone and done it, you got the attention of a swat team
helicopter. Just as in the first movie, this one comes with a chain gun
attached. Start the level by running to the wall either to the left or
the right of the windows. Take cover here for a second as the
helicopter riddles the room with machine gun fire. Once it is done
firing it will pull a 180 and move back across the windows. Now that
the helicopter is turned in the opposite direction, so is the chain
gun, and thus it is safe to open fire on the helicopter. With the MP5
equipped, hop out from behind the wall and open fire. Make sure to use
your focus as you fire on the helicopter. As your stream of fire
crosses the frame of the window, hold your fire for a second. Even
though you may only fire a few bullets into the frame if you continue
firing, it will be a waste of very important bullets. Once the
helicopter has circled out of site, or you have run out of bullets,
quickly run to the wall on the right side of the windows.
Equip the stun grenades and lob one at the bench on the far wall. A few
second's later four swat members will repel from the roof through the
skylight. If you timed it just right they will repel right into a
grenade blast. If the blast does not kill them it should at least knock
them off their feet. Quickly converge on them and disarm them of their
MP5's. If you have to use gunfire to subdue the cops use the handguns.
The MP5 ammo is precious and in short supply to waste on these cops.
Once you have defeated the four cops the swat helicopter will circle
back around and open fire on you again. Hide behind one of the walls,
rinse and repeat the strategy above and you should have no problem. If
however you are painfully low on life and focus after taking out a
group of swat team members, take the time when the helicopter is circle
around to heal instead. If you cannot destroy the helicopter in that
given pass, four more guards will fall from the skylight and you could
find yourself in a jam.
Once the helicopter is down for the count the doors that had previously
sealed you in open. Quickly advanced forward through the opening and
take down a squad of three SWAT members. If you can get close enough
without alerting them of your presence you should have an easy time
disarming them and taking them out with hand to hand combat. Take a
quick second to catch your breath and your status meters before moving
on.
Through the next section of the concourse you will see a gift shop. As
you enter one end of the gift shop a squad of 7-8 swat team members
will infiltrate the gift shop from the opposite end. You have a few
strategies available to you here. You can retreat for cover in the
previous section of the concourse and let two or three of the swat team
members come to you. On the other end of it you can do some focus dives
with an MP5 equipped and take your chances against the entire squad.
Lastly you can soften up the attackers with a few well-placed grenades.
However you feel suited to take out the threat just remember there is a
first aid pick up on the first counter inside the gift shop. Once you
have reasserted your authority over the SWAT team head to the stairs on
the opposite end of the gift shop to end the level.
Mission: Monorail
This short section can be tricky if you don't come in prepared. The
level starts with a few swat members opening fire on you from a walkway
above the monorail. When you run towards the walkway they are on you
will discover that it is locked down and you cannot advance. Be quick
not to wait here for long since you are in full view of the SWAT team
and they have itchy trigger fingers. Instead, double back to the first
walkway across from the one they are stationed in. Now that you have
seen that their walkway is locked this one will open. Just as it does
two SWAT members emerge from the other side of the gate. Use some
handgun fire to soften them up before you disarm them and strip them of
their weapons. Continue down the long walkway and notice that Soren has
taken out the threat on the opposite walkway. A little farther down the
path Soren will warn you to watch out. Two SWAT units drop from the top
of the walkway in front of you. Soren may put a few bullets into them
before they land so conserve the ammo and take them out the old
fashioned way.
Run to the end of the walkway and follow the turn to the right. One
SWAT member will come at you with three more shortly behind. If you can
manage to get in close enough without receiving too much damage, you
can take out these guards with ease. If they out flank you however you
are better off just taking them down with some MP5 or shotgun fire.
Continue down the stairs when you are done and into the large building
at the end of the walkway to end the level.
Mission: Revolving Restaurant
Sparks informs you that you have to take a detour through the
restaurant to get to the terminal where Soren and his crew are. Your
detour once again leads you into another SWAT ambush. (Thanks Sparks)
The set up of the restaurant is a lot like a pyramid. You have tables
that line the outer perimeter of the restaurant and then a large spiral
fixture in the middle with a bar on top. The best method of attack is
to go to the SWAT team and not let them come to you. While this is
seldom the case, they can corner or out flank you in this environment
so it is best to keep moving. When you are climbing the stairs it is
best to strafe when you get close to the next level of stairs. If you
are focusing on the stairs in front of you and not behind you, you can
potentially take a shotgun blast to the back of the head, and no one
wants a shotgun blast to the back of the head. Continue circling up and
down the spiral fixture until the cops are swept up. If you are
struggling at any time there is a first aid kid at the base of the
stairs in a small room. Now that you have cleared the restaurant you
are free to climb up on the piano and wait for the ladder to circle
around. Do not try to jump to the ladder, as it is unreachable. Instead
wait on the piano and a cut scene will take place that shows Ghost
automatically climbing the ladder.
Mission: Terminal
Ghost descends from the ventilation shaft into yet another section of
the airport terminal. The large two-story room you are in is locked
down so you have to stay and create some attention to get the SWAT team
to take notice and send in more units. A SWAT unit stands at the top of
the escalator across from you while three more are guarding the bottom
floor. Take out the one at the top of the escalator before focusing on
the rest. You can perform a focus dive with the MP5 equipped from the
second floor. The long fall to the first floor should give you enough
time to aim at and take out the SWAT units there.
Once this squad is down another will infiltrate the room from the
second floor where you started the level. Instead of taking them head
on, hide behind one of the pillars across from the escalator. Give them
time to come down the escalators and move in to attack you. Once they
are within range jump from behind the pillar and use a few focus dives
to neutralize them. Now that this squad is down it is time for the last
one to infiltrate the room. The last squad will come in through the
large door across from the escalator. This is the door you wanted open
so their attack is more helpful then harmful. Again, a few focus dives
should be good enough to take out the remaining SWAT units.
Moving through the newly opened door you will hear a SWAT team captain
ordering his men to lay in wait for your arrival. Open either one of
the large doors and access the main entrance to the airport terminal.
This area is the largest one you have encountered in the game thus far
so you may feel a little lost at first. As you proceed into the
terminal entrance, you realize that the big ambush is little more then
two SWAT team members hiding behind pillars. There is a decent amount
of space between them so take down the closest one with hand-to-hand
combat and the other with small arms fire. Once your done proceed to
the far end of the room where another SWAT unit has most likely made
themselves known by taking a few shots at you. Luckily since they are
so far away their aim is not perfect. Be careful though since you have
a lot of ground to cover and every step closer to them makes their
shots that much more accurate. If you are having trouble getting close
enough to take them out at close range, simply perform a focus dive or
a focus jump to close the gap. If you are at long range it can be a
waste to perform simple focus dodges as they eat up focus but do not
cover a large distance.
After you have cleared the lower level, move towards the escalators at
the end of the way. Equip a shotgun if you have it and let your focus
meter fill back up. At the top of the escalator stand two SWAT units
with sniper rifles. If you take your time getting up the escalator, or
you don't move in quickly they can take you out very easily. A focus
dive should get you up the escalator with no problem and give you
enough time to take out one of the snipers with the shotgun. Now that
you are at the top of the escalator you can take out the other sniper
with another shotgun blast or disarm him and have some fun.
You are now the happy owner of a sniper rifle. Take a second to get a
feel for the aiming and zoom feature. Once you feel comfortable enough,
move along the second story balcony to the far end of the terminal. A
few SWAT units have laid in wait for you on the second floor behind
many of the large pillars. A focus dive should help take them out or at
least close the distance between you and them. If you run out of focus,
equip the mp5 and fire at the SWAT member's location. Even if they
aren't open for a shot, the constant fire you lay down should keep them
in cover long enough for you to get close and take them out with some
hand to hand. Continue taking out any necessary threats until you reach
the far end of the Terminal and meet up with Binary.
Mission: Control Tower
Your almost done with the Airport missions, but don't unbuckle your
seat belt yet, the hardest parts are still to come. After a short cut
scene where Soren tells you about Axel's predicament, you find yourself
at the top of the airport control tower. A SWAT sniper is reporting
that he is in position and ready to open fire. Take his advice. Move
into position and open fire on him. Equip the sniper rifle and take aim
at the SWAT team that is keeping Soren and Binary pinned down. While
there are a large amount of SWAT units on the roof of the adjacent
building, focus your attacks on the ones who are on the stairway. This
will then allow Soren and Binary to move into position. Once they have
moved on you can take out a few SWAT units on the roof at your leisure.
They do respawn however so your better off moving on with the mission.
Turn your attention to the stairs below you. You should have heard some
radio chatter that a team is ready to converge on your position. Equip
the MP5 and make your way down the stairs. Since the stairway creates
an awkward angle, use the first person mode to target any SWAT members
you come across. If that is creating a problem, focus jumping down the
stairs is just as easy. Once the opposition is down, move onto the
outer scaffolding and take out any remaining SWAT units you come
across. Make sure to pick up the SG-552 from one of the fallen SWAT
team members; it is crucial to your next battle. Once you have taken
out the necessary units, move back up the stairs for an unwelcome visit
from a not so friendly Agent.
Mission: Control Tower 2
At the start of the mission your goal here is to take out the front
tire of an airplane before it takes off. If the sniper rifle is not
equipped, notice that you can equip while the animation of the airplane
is running. Once you have control of Ghost again, shoulder the sniper
rifle and take aim at the airplane at the far end of the tarmac. It
starts off momentarily stopped, so this is your best chance to take out
the tire. In a few seconds it starts moving down the runway and your
chances for an easy shot are gone. If you are having trouble shooting
out the tire start firing madly. Even though Ghost is supposed to be a
calm and cool master of firearms, forget that for a moment and realize
that quantity or quality can be just as effective.
Once the planes front tire is shot out the plane is rendered
ineffective. Unfortunately for you that does not mean that Axel is out
of the woods. As Ghost watches the plane through his sniper scope he
sees an Agent step out of the plane. The Agent is not so happy that you
have stopped his flight, and he transmits himself to another body to
take you head on. Unluckily for you, you soon realize that the Agent
has transferred himself to a body of a pilot in another SWAT
Helicopter. Unlike the previously helicopter this one has a chain gun
on the front. If you have the SG-552 from the previous SWAT encounter,
then this fight should be a whole lot easier. If not, expect to duke it
out for a while.
The helicopter will lower itself into your view right in front of you.
Immediately hit the focus button and the strafe button. Start firing at
the helicopter as you strafe to the pillars on either side of the
control room. Shortly after the Agent will lift the helicopter out of
sight and reposition himself somewhere else around the tower. Use the
pillar as cover and wait for him to return to the position you first
encountered him at. Again, use the focus and strafe buttons in
conjunction to riddle the helicopter with bullets while avoiding the
stream of gunfire that is coming your way. Shortly after the helicopter
will go down, but not before the Agent tries to take you with it. Dive
into the open hatch in the floor with Binary and escape the ensuing
explosion from the crashed helicopter. Although you just took out an
Agent, you receive the unhappy news that Axel is still captive and they
have him on another airplane.
Mission: Aqueduct.
Despite what the manual may lead you to believe, Ghost does in fact
have a driving mission in his portion of the game. At the start of the
mission you commandeer a SWAT team SUV and head off in pursuit of the
airplane that has Axel. Unlucky for you, the airplane has an excess
amount of steel crates that they decide can be put to use to slowing
you down. A note here is that even though it would appear that you have
to keep the airplane in sight, you can actually speed ahead of it and
leave it in your tracks. The main thing here though is to keep moving
at top speed while avoiding any unnecessary bumps in the road. Hitting
a speed bump at 90 mph can lead to some crazy jumps that leave you out
of control of the vehicle.
Continue chasing the plane, being extra careful not to hit the steel
crates or to careen into an electrical tower. Eventually you will come
to a construction site. Before you reach the apparently dead end,
notice the path that leads along the left side of the construction
site. Take this path and continue on your way. Up the next ramp, take
the left side of the road that slopes down. This will lead you through
a short tunnel and into an obstacle course of sorts for the SUV. The
next section has a few hills and ramps of dirt that you have to
navigate before you can move back onto more solid ground. Be careful to
not take a hill at full speed or you may send yourself crashing into a
telephone pole or similar object. Once you come to the 90-degree turn,
take it and move your way through a small tunnel.
As you exit the tunnel Sparks mentions that the car in front of you is
being driven by an Agent. Luckily for you there is no fight that
ensues. Unluckily for you, you have to try to catch up to the speeding
Agent and save Axel. Keep your foot on the ignition and make sure not
to veer off into a wall and you should be able to keep a close distance
to the Agents car. After some time a cut scene plays that shows Axel
regaining consciousness and "distracting" the Agent long enough for you
to come to his rescue. As you race off with Axel in hand, you get a
call from Niobe asking you to pick her up. Just as she is talking to
you, you see the results of some of her handwork come crashing down
nearby.
-- Sewers --
Mission: Abyss
Following the cut scene, you find yourself at the wrong end of a SWAT
team attack. Your goal her is to escape the sewers and find a hard line
to escape. This next area can be perilous if you fall so stay close to
the walls. A note from Sparks tells you that if you accidentally walk
off an edge, hit the focus button and turn towards the ledge quickly.
With any luck you will grab the edge and pull yourself back up. Also be
careful when using your focus when you are running on the narrow
ledges. If you accidentally run up a wall do not jump off it, as the
jump will send you over the edge to your death.
Now that you are ready to go, circle around the perimeter of the chasm
and make your way to a ladder. You need to circle around the metal pipe
so you can climb the ladder to the top. At the top a SWAT team sniper
greets you. Move in for a quick weapon disarm and pick up his sniper
rifle. Take aim at the police units that are attacking Ballard on the
center fixture in the room. With luck, Ballard has already taken out
one cop, but don't rely on that Use the sniper rifle to take down the
threat and protect Ballard. From here on in, whenever you come across
an ally in the sewers you will see their life bar above yours. Take
special care to not let their life bar hit bottom or it will signal
lights out for Ghost. Once the threat to Ballard is taken care of,
follow the ledge and take the next ladder up to the top of the room.
Again, Ballard is under fire and you are there to aid him. Quickly take
aim with the sniper rifle and take down the two snipers on top of the
metal framework in the middle of the room. Scan the lower catwalks
around Ballard and clean up any other SWAT members that may be left
over.
Mission: Abyss 2
Follow the catwalks to the center pillar and take the ladder down to
Ballard's location. As you approach Ballard and the phone, an opposing
SWAT team once again waylays you. Luckily Ballard gets out in time, but
you have to take cover from the sniper fire. Quickly pull yourself up
from the catwalk and take out the cop guarding the phone. Run up to the
metal fixture and grab the sniper rifle. Shoulder the rifle and take
aim of the two snipers on the same level as you, one to the left, and
one to the right. You can then choose to take the safe route or the
quick route. If you take the safe route, climb back up the ladder
inside the metal fixture and take out the sniper above. If you want to
quick route, run backwards on the catwalk towards the phone. When the
sniper overhead comes into to view, take up the sniper rifle and take
him out before he takes you out. Once this is done pick up the phone
and talk to Sparks.
Apparently you aren't done yet. Instead of jacking you out, Sparks
loads you into a loading program with a selection of weapons to aid you
against the SWAT teams in the sewers. He then sends you back in to go
to the aid of others who are having a hard time finding a way out of
the sewers. Once you are equipped, Sparks sends you back through the
phone you just used, this time better armed. Equip the Stun Grenades
and take aim at the large fan at the end of the walkway. Toss a grenade
at it in order to blow a hole to allow you access. Follow the pathway
behind the fan to the next level.
Mission: Pumped
Follow the arrow to your next objective. You can take a quick look
through the grates in the passage to prepare you for the rooms you have
to advance through. Unfortunately there are no cops inside these rooms
yet, but once you drop down there will be. Continue to the end of the
tunnel and jump down from your perch into a larger tunnel. From here on
out you will encounter many barrels filled with oil. These barrels can
be a quick fix to the SWAT problem, but also be aware that they can
have the same effect on you. Whenever you see these barrels, use them
to your advantage. If you do not use them to take out a few SWAT units,
at least take it out so that they are not used against you when you
pass them.
Continue down through the next adjoining rooms and sweep up the un-
expecting units you encounter. Use the rooms as cover and retreat
backwards if you need to. When you have reached the end of the passage,
the tunnel leads to the right. Sneak up on the cops in front of you and
take them out with a little work. Quickly move to the first person mode
and aim at the barrel at the end of the way. Make sure that you are not
close enough to be in its blast. Shooting it should bring down at least
two of the cops in the vicinity. Move in and sweep up the rest. Another
unit should emerge from further down the corridor. Quickly disarm them
of their weapons and take out any remaining threats. Follow the passage
further to the end. There, a small tunnel leads to the left, drop the
first SWAT member and his friend who emerges from the tunnel behind
them.
Following this small tunnel leads you into a much larger complex. The
entry shotgun will be your friend in the next section. Emerging from
the tunnel into the next passage, you see a cop at the end standing
next to a barrel. Focus-dive at him with the shotgun and fire one
round. If you miss with the shotgun blast, it should still be enough to
blow up the barrel and send the SWAT officer on his way. Around the
next corner a cop waits patiently for you to stick your head out. Sidle
up to the wall and peak out, when he shows his face blast him with the
shotgun.
As you enter the area he was guarding, an officer opens fire on you
from a walkway above. A shotgun blast should be enough to take him
down. Be careful to avoid the barrel in the center of the room. Any of
his shots could miss you and hit the barrel instead. Take a left at
this intersection and confront yet another guard on the walkway above.
Back up and take the passage to your right. It winds around a corner
and leads to another small open area. Take out the cop here with either
a shotgun blast or by targeting the oil drum next to him. Follow this
path until you reach a red ladder.
At the top of the ladder you have the task of cleaning up the rest of
the police officers in the room. First take the one out to your left if
you had not taken him out before. Run to his position to gain cover for
a moment. Next, run towards the small overhang with the waist height
wall. Press against the wall to duck for cover. Let the SWAT team waist
their ammo on the wall while you wait. When they go to reload, force
jump from the wall and take out as many as you can with the shotgun. If
the barrel you came across before is still there, you can use it to
take out one or two of the officers. Another one lies behind the two
SWAT members in the small passage they defend. Once the coast is clear,
follow the small entrance in front of you to a hole in the floor. Drop
down.
Follow the path that leads you next to the running water. At the end of
the passage you will come to a fenced area with an officer on the other
side. Wait for him to turn his back and open fire on him through the
fence. Turn to your right and climb up on the table there. An officer
should be firing at you from this position. Quickly jump up to the next
level and take him out. When you turn the corner where he was, there
may still be a few SWAT members on the level below you. Jump down and
disarm them for their precious ammo.
Moving into the next room, you'll notice a lot of large cylinders. At
the moment there are three cops in the room, one at the far end, and
two on the stone platforms to your right. Take out the one at the end
of the room first and then use the cylinders as cover to take out the
remaining cops. Double back to the far end of the room and flip the red
switch that is on the machinery. Once this is done it shuts off a steam
pipe that was blocking your advancement. This action also sends another
squad of cops into the room. Climb up onto the ledge and get the drop
on them with a force dive. Three cops should be ahead of you while one
may have snuck around behind you with a shotgun. Take them out quickly
and move into the next room. There you will find a red ladder leading
up to the next level.
This is the other side of the large room that you had fought your way
into before. The steam that was blocking your advance is still leaking
so you cannot move back into that room. If your health is low you can
take a moment to regain it slowly or jump up onto the walkway above and
pick up a first aid kit. Once you are ready, run to the end of the room
towards the hole to end the level.
Mission: Ice and Corrupt
Again, your mission here is to keep your friends alive. If they die,
you loose. Try to do your best to keep the cops attention on you while
remaining alive in the process. The good part is that the cops are
focusing on Ice and Corrupt so you can sneak up on all of them and take
them out silently with a little neck breaking. Once you have cleared
the room find the large machinery that is in the center. Climb up on
the ledge to the left of the machinery and onto the machinery itself. A
few moments later a cut scene takes place where you find out that the
machinery had some C4 planted on it. It explodes and collapses into a
passage below, taking you along with it.
In this room, apparently the cops in front of you did not just notice
the machinery that just crashed through the ceiling or that you came
with it. Instead of taking them head on, turn right and move down this
side passage. You will find some steps that lead to a ladder. At the
top of the ladder you will find a small room with a first aid kit and
some ammo. Move back down the ladder and take a right. This will bring
you back to the room with the cops in it. You are now behind them and
should be able to get the drop on them. Take out the cop on top of the
cylinder first and then the one on the ground next to him. Turn right
and move into this next small room. Use the shotguns to take out the
three cops there at close range. If your ammo becomes a problem,
quickly disarm them and render them harmless. Follow the small passage
where the two cops were positioned and come to a small room. Take out
this cop quickly as he is equipped with grenades and not afraid to use
them. Climb up the ladder he is next to and be on your way to the next
floor.
At the top of the ladder you are welcomed by the sound of gunfire and
the life bars of both Ice and Corrupt. Take out the small squad of
officers in front of you and circle around the center fixture to the
left. Around the next corner is a place to climb up onto the upper
ledge. Here you will see Ice and Corrupt on a walkway above. Soon after
a large contingent of cops will begin to repel from the ceiling. Circle
around the center machine work and take them out. Be careful not to
fall or the cops will focus their attention on Ice and Corrupt.
Continue clearing the upper ledge until you receive the message from
Sparks to blow out the anchors on the center machine. Equip the shotgun
and go into first person mode. Aim at the three anchors that are
attached to the center machine. There are cops that repel from the
ceiling, ignore them for the time being since they are an endless
supply. Once you have blown the three anchors, the machine will go out
of whack and create a large explosion. The blast will open up a hole in
the wall for your escape. Quickly run and focus jump into opening to
end the level.
Mission: Waterway
Jump down to the service passage below and quickly run up behind the
unsuspecting cop patrolling it. Snap his neck and take his weapon.
Continue down the service passage until you come to a cop who is ready
for you. Run along the wall to throw off his aim and let off a shot
with your shotgun just as you flip off the wall next to him. Turn down
the next passage and climb up the ladder.
This next area leads you across a small bridge. On the opposite side a
small squad of three cops is hiding in the fog of the sewers. Focus
dive at them and fire off two shots with your shotgun. This should take
out the first two cops and have you close enough to take out the
remaining cop with ease. Move forward to a winding stairway that leads
you down. Run down the stairs and make sure not to fall over the edge.
Follow the passage on the bottom.
The next area you come to is a catwalk over a shallow pool of sewage.
Drop the two cops that are on the catwalk on continue forward. As you
reach the opposite end, Sparks will inform you that it is too dark to
continue on. You have to instead pick up the flashlight that fell into
the sewage from the cops you just disposed of. Move back across the
catwalk and take the ladder down to the bottom. The light will be
noticeable at the bottom as it is attached to a MP5 that was dropped by
the cops. Pick it up and it will instantly be attached to all your
weapons. As soon as you pick it up, a group of cops will emerge on the
walkway above. Before they notice you, you may be lucky enough to lob a
grenade up onto the catwalk. This may also prove fatal as the grenade
may bounce off the catwalk and land in your lap. Either way, move
towards the ladder and avoid the grenade that they drop below to stop
you. Once it goes off three cops will repel from the walkway and take
you into their sites. Mop them up with some quick gun work and climb
back up the ladder. If you had previously been able to lob the grenade
onto the catwalk, only one police officer will remain in your path, if
not then you will have to contend with three officers as you get to the
top of the ladder. Quickly knock out the two and force jump to close
the distance with the third. Once you are done, move down the passage
with your new flashlight to light the way.
At the end of this passage you will see a scene that shows some cops
moving into position to ambush some of your compatriots. Follow them
and get the jump on them first. Take a right out of the passage and
stay to the right side of the sewer. Once you see the group at the end,
jump off the upper ledge and do a force dive towards the group of
police officers. With any luck you should be able to take out about
half the group with one single dive. Once you have taken out the cops
that put their sites on you, run to the gate at the end and take out
any cops that are chasing Wurm.
When the coast is clear, pick up any ammo you can and use the available
first aid kit if needed. Return the way you came and continue on past
the passage you had emerged from. While negotiating the sewers, try to
stay to the inside of the turn. The outside does not give you an
appropriate camera angle to see what is around each bend. Eventually
you will come to a roadblock of cops. Along the next section, there are
two cops stationed at every bridge across the sewers. One cop is on the
left while another is on the right. Take out as many as you can with
force dives and wall runs before your focus runs out. While it may seem
tempting to continue pushing forward, retreat and regroup to refill
your status bars as needed. The small walls one either side of the
walkways are perfect cover for this. When you have taken out the cops
on the ledges, you will come across another contingent of cops who are
waiting for your arrival. Force dive with either the MP5 or the shotgun
equipped, and take out the four cops on the lower level. Retreat back
for a second and regain your status bars and reload your weapons.
Continue on when you are ready and take out the two officers who are
perched on both sides of the final bridge. If you took heavy gunfire
there is a first aid kit in the alcove to the left of the final bridge.
Continue down the pipe to the right and focus jump across the gap. In
the split second that the camera angle changes, you will notice four
cops below with a health pack at their feet. Keep this in mind.
Continue down the tube and jump out the end to finish the level.
Mission: Waterway 2
Remembering the group of cops that you just saw, circle around to the
left and down the pipe to their position. A few well place shotgun
blasts should take out the police officers, or at least send them
careening off the side of the platform. Pick up their precious ammo and
the first aid kit if needed. Return to the previous passage via the
pipe you came in through.
Now in another canal system of the sewer, drop down to the lower level
and pick up the M16 you find. Continue on down the path and come across
yet another SWAT ambush. A force dive coupled with a few shotgun blasts
should be enough to take down the group. If there are any still alive
mop them up with some good old-fashioned kung fu.
Once you are done, climb up from the lower level and proceed through
the open door. Follow this tunnel down a long passage and take the
right path at the "T" intersection. This will lead you into another
pipe network that comes out in a room full of SWAT officers. Dispose of
them, making sure not to accidentally fall over the railing and to your
death. If you have a sniper rifle, take aim at the two cops below
before climbing down the ladder. Also take note that if you shoot the
oil drums that they are hiding behind, it may not be enough to kill
them.
At the bottom of the ladder exit the room and line yourself up just to
the right of the plank. In first person mode take out the guard who
stands inside the pipe above you. If you are in the mood for some
dramatics, you can bounce a grenade off the outside wall and fire him
out of the tube like a human rocket. Once he is disposed of, climb up
into the tube and advance to the next section.
This area can be tricky, not because of the difficulty with handling
the guards, but because of the susceptibility of falling to your death.
If you have a sniper rifle, take out the two opposing guards who stand
on the small overhang across from the pipe. If not a few shotgun blasts
should be enough to take them down. As you exit the pipe an energetic
police officer will advance on you with a shotgun. Take him out with
the sniper rifle or small arms fire. To cross the small ledge, just
walk towards it and your character will automatically slide along the
edge. A cop will open fire on you while you cross it, but it is only
handgun fire and it should do little more then take away 10% of your
health. Take him out with the sniper rifle when you get to the other
side, or perform a dangerous focus dive across the pipe with a weapon
of your choice.
This is where things can get messy. While the in game tip for crossing
pipes says to just jump up under a pipe to attach to it, Ghost
apparently doesn't agree with that idea. Instead you need to take a
running jump off the ledge and hope that Ghost decides to grab onto the
pipe before sending you to your grave. Cross the pipe and drop down to
the open passage beneath you. Cross through the crumbling tunnel (don't
worry, it wont break), and wreak havoc on the two cops that await you
on the other side. Turn around and take the ladder on the other end to
a passage above you. Follow this passage with guns ready and do some
nifty wall runs to take out any adversaries you come across. Also be
careful of reinforcements coming up behind you. Jump through the pipe
at the end and lower yourself down.
Mission: Breathing Room
The next area leads you to a collection of rooms. Take the only
available doorway and be met by a surprise. The police have set up
charges that have blown your escape route and they have also snuck up
behind you for an ambush. As soon as the explosion occurs, go into
focus and dive to your right. With luck, you should be able to take out
two officers before you settle on the ground. Get up and Open fire on
the SWAT unit across from you. Another police officer should be coming
up behind you near where the explosion happened. Take him out and
proceed through the open room. Two SWAT units line this room on the
opposite sides of metal fences. You have two options; take them out
with your guns, or dive into the manhole in the center of the room.
This next section of pipes leads you to yet another sewer tunnel. Load
up the shotgun and be ready for a big battle. Your target here is a
SWAT officer who is equipped with grenades. As you enter the tunnel he
will step out from the right side of a stone pillar in front of you.
Take him out with a focus dive and land on the opposite side of the
pillar. Knock out the swat officers that were covering him and circle
back around the pillar. There are three officers remaining and a few
oil barrels to help you get the job done. Be careful of the sniper in
the fenced off room to the rear of the other police officers. When you
are done, pick up the sniper rifle and the health pack if you need it.
Continue up the stairs and into the next area of the sewers.
At the top of the stairs you will hear the SWAT team preparing for your
arrival. Pop you head up at the top of the stairs and let them open
fire on you. Quickly run back into the stairway and ready yourself with
the first person view. As the cops approach at the top of the stairs,
take them out one at a time. When you have taken out the two or three
who took the bait, continue through the next passage. You'll come under
fire from a sniper down the way. Push forward and keep him pinned down
with machine gun fire. Once you are close enough you can disarm him and
gain some more precious sniper rifle ammo. At the end of this path two
police officers will try to get the jump on you. Take them out quickly
with two easy shotgun blasts to the chest and move through the passage
to the right.
This next passage is similar in appearance as the last one. Have a
grenade ready and lob it at the SWAT team that repels from the ceiling.
Use the focus in conjunction with the throw to improve your aim. If the
grenade misses or you prefer another option, advance on them with a
shotgun and take them out at close range. After that you again have two
options. There are two cops down the end of the passage that have you
out flanked. You can either get to an angle where you can take them out
with the sniper rifle, one at a time, or you can climb up onto the duct
work and get the drop on them from above. Either way, proceed into the
next room with caution. As you round the next corner you are fired upon
by a group of SWAT below you. Force dive into the center of the group
and take as many out as possible. Mop up the rest and pick up the first
aid kit if you need it. Climb up onto the machinery at the far end of
the room and continue onward.
At the next bridge, force dive down the corridor to your left. There
are four officers waiting for you there with guns ready. Lay waste to
them and climb through the two holes in the floor to exit to the next
level.
Mission: Malachi and Bane
You start this level at the end of a drainage pipe that leads into a
large room. Before running over the red walkway in front of you, take
out the sniper rifle and take a head count in the room. There are two
cops below you and a sniper just above you to the right. First take out
one of the cops below you, and then take out the sniper across the way.
Finally focus your aim on the final cop before crossing the bridge.
Climb the ladder and run over to the fallen sniper if you need the
ammo. Turn around and run back to the opposite side of the piping and
follow the ledge along the perimeter of the room. Around the next
corner you will come in close to a SWAT team sniper. Take him out
before he can pump you full of metal. Quickly set your focus on a
sniper on the far end of the room. Take him down before jumping onto
the pipe that goes across the room.
As you are traversing the pipe, two cops will come along the platform
below you. Quickly equip the sniper rifle and go into first person
mode. This will hang your character upside down on the pipe and allow
you to take out the cops before they notice you. When they are down for
the count, drop down to the platform on the end. Take the ladder down
to the lower level. You can double back to the first section of the
lower floor and collect any ammo that you feel you need. You will need
to contend with two more police officers, but they are no problem when
you equip the sniper rifle.
Continue back to the far end of the room and drop down into the canal.
Run up into the blocked off drainage pipe to get some M16 ammo.
Continue along the lower level and force jump up onto the large open
pipe in the middle of the room. Follow this pipe and drop down into
another section of the sewers below.
Before you take a step out of this small room, make sure your focus and
health meters are 100%. When your ready advance into the room with your
weapon of choice. This section is set up a little differently than the
previous sections. The passage is lined with pillars that not only
block your view, but also provide cover for the SWAT team hiding behind
them. Storm into the room and force dive at the first cop you see.
Before you land on the ground at the end of your jump, you should
already have another officer in your field of vision to attack. Keep
sweeping this small room to clear it before advancing down the next
corridor.
At this time, if you have any grenades, use them on the officers that
are hiding in the small alcoves of the next passage. If not, advance on
them and take out the two cops that are grouped together first. Before
he has a chance to fully react, take out the last cop in the corridor
and move on. You'll come to yet another small room that resembles the
one you just had a shoot out in. Take a quick left and force dive at
the first cop you see. There should be three officers lined up in a
row. Take down the first two quickly and be careful of the last. The
final officer in the room has a sniper rifle. Take him head on or use
the pillars as cover so you can get in close. Once he is down, advance
through the next section of piping to your next level.
Mission: Malachi and Bane 2
This mission starts with the sound of sniper fire. Quickly climb up the
ladder to your left and equip the sniper rifle. At the top, take out
the sniper at close range and then set your aim on the one across the
way. Quickly go into first person view with the sniper rifle and take
out the two cops that are attacking Malachi on the bridge. Once these
cops are down, the real battle starts. You now have to protect Malachi,
Bane, and Ballard on the center walkway from the advancement of the
SWAT team. There are three points to focus on. The far right piping,
the boxes to the left end of the walkway, and the bridge that leads to
the north wall near the center of the walkway. Sweep these three areas
and take out any cops you can with the sniper rifle. Use your focus
ability to slow down the action and improve your aim. Remember that if
one of the rebels dies on the walkway, the mission starts over.
Once you have cleared the room, an Agent will appear and send you
running. Unfortunately for you he corners you in a dead end.
Fortunately for you the key maker opens up a secret door in the wall
and helps you escape.
- The Chateau -
Mission: Great Hall
After your discussion with the key maker, and the rude interruption
from the brothers Cain and Abel, you find yourself in a chateau that
belongs to a man by the name of The Merovingian. You can take your time
and view the great hall or just push on through the door to your left.
At the end of this hallway you will automatically break a chair and
pick up a sharpened piece of wood from the pile. Proceed into the next
hall and take on the lone adversary who is playing the piano. After a
short time you will realize that you are not fighting normal humans
here. Actually it would appear that you are fighting something that
isn't human. In order to defeat these new enemies you have to your
newfound wooden stake and stab them in the heart. Continue through the
next hallway to the next level.
This section of the game from here on out can be a challenge or a
breeze. Since the main amount of fighting that you are going to be
involved in is hand-to-hand, you can avoid fights all together. This
section of the game is split up into many short missions that are
sometimes as small as one room. If you're not in the mood to fight you
can just make it to the next objective and leave your enemies in the
dust.
On the other hand, if you stay and fight you will notice that you
cannot rely on firearms as much as you have come to in the past.
Instead it is better to take on these enemies with hand-to-hand combat.
Continue pummeling them until they begin to stagger, then move in for
the kill. Ghost will perform an automatic attack with the stake to put
the bad guy down for good. Apparently you have come across a group of
Vampires who are remnants of a previous version of The Matrix. Most of
them have now held up in the castle that you now find yourself in. Be a
friend, reach out and touch someone. Namely with your fists.
Mission: West Wing
This next area takes you through a grand dining room. Run through the
large doors on the far end of the room into the kitchen. Knock down the
first attacker before setting your focus on the one with the shotgun.
Once you have disarmed him of his weapon, dispose of the enemies as you
see fit. Take the back entrance out of the kitchen and make your way
into the pool hall. As soon as you enter the room, you are shot at from
your right side. Quickly dodge around the counter and disarm your
assailant. Two more attackers will enter the room at this point. Go
medieval on all their butts and show them who is the boss. Exit the
room through the elevator.
Mission: Atrium
As you exit the elevator take the door at the right end of the room.
Follow the next hallway until you come to a large atrium. As soon as
you enter the atrium a vampire opens fire on you. Use your focus and
strafe around vampire, slowly getting closer. As soon as you are close
enough to move in, perform a few focus dodges and disarm the beast.
Commence the butt kicking. His compatriot will try to sneak up on you
from behind. Take out one and then move on to the other. When you are
done, exit the opposite end of the atrium. Take this next hallway to a
small library. Take down the vampire who emerges from the secret
passage or simply run into the passage to end the mission.
Mission: Secret Passage
Good carpentry is so hard to find these days. As you head for the white
door in front of you, the old floor will give out and send you falling
to yet another secret passage. Run to the end of this passage and make
your way up the wall using the wood planks as a ladder. At the top an
angry vampire will break through the wall and come after you. If you
want to have some fun with him, try knocking him off the ledge that you
just climbed up from. When you are done with him, climb the next
section of planks and jump into the attic. When you fall into the attic
you will knock over a pot of oil and start a fire. A few vamps will
join you in the now burning room to keep you company. Stay clear of the
perimeter of the room if you don't want to risk catching on fire. Not
after to long, the fire will cause an explosion and create your escape
from the attic. Jump through the hole to end the level.
Mission: Secret Passage 2
Jump across onto the balcony in front of you. Pick up the health if you
need it and move onto the next balcony. A vamp will drop from above you
for a challenge. Wipe the floor with him and take on the next attacker
on the next balcony. Continue on through the open door you find. Inside
you will need to be careful because this enemy comes equipped with a
UMP. Quickly close the distance between you and him and take his gun
away. Show him what he gets for playing with firearms and move on down
the hall.
The next room that you come to has two vampires. The first one will try
to distract you while the other one will fire at you with a UMP. Take
him down first and disarm him. You can use this weapon to soften them
up but you still need to use the old-fashioned "steak through the
heart" routine to put them down for good. Move along the corridor to
the next room. Again, you are attacked by two enemies, but this time
the do not have firearms. Relieve them of their lives and continue
moving through the chateau. In this final room you can simply pass the
two remaining vampires and run out the open doorway to end the level.
Mission: Merovingian's Office
Run down the stairs and through the open doorway. In the next room a
lonely vampire will come crashing through the door, eager to play with
you. Show him your "You're dead now" trick and enter Merovingian's
office. Pick up the phone and talk to Sparks. Ghost will automatically
pick up the old fashioned crossbow from the table as well. When you are
done talking to Sparks another vampire will burst into the room looking
for some actions. Guess these guys don't know how to knock. Conserve
the crossbow for an up coming boss battle. Remove the vampire from the
equation and through the previously locked door he opened.
In the next room a vampire who feels that kicking a door in is an
acceptable way of opening them once again greets you. *On a side note,
The Merovingian must spend a small fortune each week just replaces
broken doors and locks in his chateau* Anyway, silliness aside, show
this one who's boss and move on down the hall. The next room you enter
is an older style theatre. Since no movie is currently playing, go up
to search the projector to see what is wrong. Just as you go to search
the projector the projection engineer shows himself from behind the
movie screen. Show him your distaste for a movie theatre without a
movie. Just as you put the projection engineer out of his misery, the
usher comes in to check everyone for their ticket stubs. Seeing how you
broke into the movie illegally, he feels that the best punishment in
order is death. Try reasoning with him, and if that doesn't work, show
him what the after life must be like. Enter the doors that they had
left open and exit through the backdoor to exit the level.
*Sorry, I got bored of saying "take them out" or "take them down" so I
decided to have fun with this last paragraph. Moving along...*
Mission: Garage Hallway
This level starts with a vampire taunting you. Quickly run up behind
him and stab him through his back to shut him up. His friend will then
emerge, not so pleased with your action. Give him a similar butt
kicking and exit through the last door on the right to end this quick
mission.
Mission: Return to the Great Hall
This is perhaps the most pointless "level" in the entire game. Simply
take three steps and enter the open door in front of you to exit the
level. If somehow you got lost on the way, Sparks will give you the
brilliant advice "Try the open door." Don't hurt yourself on this one
kids, its a roller coaster.
Mission: The Dungeon
After an "interesting" encounter with Persephone, you will find
yourself in the Dungeon of the chateau. This level bares a stark
resemblance to what I would image Martha Stewart's basement would look
like. Follow the path open to you until you reach an old wine cellar.
The gate that comes crashing down behind you does well to letting you
know that you are expected. Two vampires will emerge from the far end
of the cellar and try to stop your progress. Remind them why you are
called "The biggest, most badest, MOFO on the planet." Well, they don't
call you that yet, but give them a beating so bad that they will start
to. Once these drones are dealt with, take a second to refill your
focus and life bar before jumping down into the pit of the next room.
This next room is where The Merovingian puts on his doll shows. Either
that or he hosts his fights to the death. It is one of those, I forget.
From the looks of your opponent in the center of the pit, it would
appear that the doll show theory is out. The name of your new friend is
Cujo. Just like the dog that liked the taste of human flesh, this Cujo
is equally evil. Take an all out approach to this one. Throw on your
focus and don't stop attacking. Cujo has better strength and speed then
just about any opponent you've faced so far (expect of course if you
avoided my advice and took on an Agent early on in the game). Just
continue to be relentless and don't stop even if your focus meter gives
out. Eventually Cujo will perform a counter attack that won't hurt you
but it will give him enough time to gain the high ground. After Cujo
has performed this move, he will jump up onto the upper edge of the pit
and fire at you with a shotgun. Avoid his aim by moving closer to the
edge of the pit he is closest to.
Cujo will now sick his dogs on you. Not literally, but you will have to
fight three regular goons before Cujo will hop back into the fray.
Remember to keep your back to the wall nearest to Cujo. If you venture
out into the middle of the pit he will fire at you with the shotgun.
Let the three vampires come to you and dispose of them quickly. Once
Cujo jumps back down into the pit, continue your relentless assault on
him. Eventually you will drain his life away to zero. Just like any
other vampire though, Cujo must be taken out with a steak to the heart.
You can use the crossbow to aid in the process or you can perform a
simple leg sweep to set you up for the dead. Once he is done for, climb
out of the pit and exit through the hole he entered from.
Mission: Cain and Abel
While you are not the typical "Knight in Shining Armor" you are just
about to save the damsel in distress. Follow the dungeon tunnels until
you come to a cut scene. Open the door and pick up Niobe. Now is the
time to get her out of there. Make a break for it.
As you exit the torture room, you come across Cain and Abel. They
apparently don't like that you are taking their prisoner away. Convince
them to let the both of you go. The problem is that both Cain and Abel
do not appear to be staying down for the count. Sparks suggest that you
knock them into the prisoner's cells. Take his advice and knock each of
them into the bars of a prisoner's cell. The prisoners will then grab
their captors and hold them while you make a break for it. Before long,
Ghost throws down a grenade to keep them from chasing after you. After
the cut scene with the key maker, you head into the garage and right
into trouble.
Mission: Twins In Pursuit
It would appear that you have picked up two new friends. They are both
very interested in playing a little game of "hide the bullet" with you.
While some people may have different ways of playing the game, their
way entails shooting a lot of bullets at you from a moving car. This
mission puts you in the passenger's seat (window), providing cover for
Niobe and yourself as you escape to freedom. Unlike the previous car
chase, your goal here is to free up a path in front of you instead of
focusing on your pursuers.
The highway you find yourself on is narrow and congested with cars.
Keep a steady eye on the road in front of you. If you feel that a car
is going to get in your way and slow you down, take it out of the
equation. You can also use this strategy to slow down the twins. Take
out a car that is in front of them to create a momentary flaming
roadblock. Keep at it, switching between clearing a path and keeping
the twins off your back and you should be able to get through the
mission.
In the end I will admit that this is perhaps the hardest and most
poorly designed missions in the game. Niobe apparently forgets how to
drive, and the twins are undefeatable. This level ends up relying more
on luck rather then skill and preparation. While I do not suggest you
use any codes on your first play through, I would understand the use of
the infinite life cheat just this once.
- Zen Garden -
Mission: Trinity and Ghost
Take some time to relax, contemplate, and kick some Trinity butt. Both
Ghost and Trinity have a relationship going way back. It would seem
that both of them expect different things from this relationship. While
they refer to each other as brother and sister, it is not a bloodline
relationship. They were "born" on the same day in the meaning that they
were freed from their tubes on the same date. But enough about birth
dates and the creepy thought that Ghost could be in love with his real
sister, you're in for the fight of your life.
Just like Cujo before her, Trinity is now the hardest opponent that you
have faced in the game thus far. Think of this as "Agent Training"
since the fight with Trinity resembles the struggles you face when
fighting an Agent. She is fast, strong, and she can counter many of
your moves. When you view it closer, the fight with Trinity is not that
hard. You need to keep at it and constantly use the counter button to
spin around behind Trinity. Keep your finger on the counter button and
use it to counter any of her throws. Whatever the outcome, this battle
is for bragging rights only. If you win or loose, the story goes on
with little difference.
- The Freeway -
Mission: Chase Morpheus
After a group of lengthy cut scenes, and some interesting plot twists
(Smith anyone?), you are asked to contact the crew of the
Nebuchadnezzar. After you jack in and give a quick call to Link, the
new operator on the Nebuchadnezzar, you are told to follow the sirens
to find Morpheus.
Unlike the previous car chase this one is less tricky, but more (how do
you say?) Agenty. Your goal here is to catch up to Morpheus on the
highway and find out why they have not checked in with Zion. It would
appear that he is busy at the moment, fighting a few Agents and being
chased by a large contingent of police. Make your way through the chaos
and get to Morpheus.
The big thing to remember here is that the cars on the road are just
like moving oil drums. Shoot them enough and you have your self a
ready-made explosion. Cop cars can be annoying. They are fast and can
catch up to you in a moments notice. Fire at their engine blocks to
send them skyward. As for the Agents in pursuit, continue to fire at
their engine block until their car can't take it anymore. The key to
this mission is to hold down the fire button until the nice little
screen to save option pops up.
Mission: The Truck
Just like the previous mission, do not let up on the constant fire.
Shoot everything and anything that comes into range. This time you have
the freedom of being "Agent free." While the level of cops has
increased, the overall difficulty is lower. Just keep focused and don't
let anything come within ten feet of your car. You should be just fine.
At the end of this mission you will see a very nicely done cut scene
and only the second appearance of Neo in the game.
- Power Plant -
Mission: Reactor Construction
You're a man with a mission. Destroy the reactor of the nuclear power
plant. Why you're on that mission? Well I guess you'll just have to
wait till the end to figure that one out entirely.
Ghost will emerge from a hatch in the ventilation shaft. Run down the
corridor to the far end. There you will run into your old pal the
security guard. There are four of these lightweights in this next room
to deal with. Compared to the recent fights you have been having, these
guys should be no problem. Mop the floor with them and exit through the
rear door. Climb up the ladder in the next area and cross the concrete
bridge. Jump down into the next section of the construction and show no
mercy to the lone guard. Continue through the open walkway and jump
down to the ground below.
Sparks will inform you that Niobe is taking sniper fire. Your goal here
is to reach the power switch for the lights and allow her to gain the
upper hand. As you get to the ground and approach the next area, you'll
be met with a surprise. It would appear that your garden-variety
security guard has grown a new shotgun attachment. Regardless, they are
still easy to take down and now they offer better rewards for doing so.
Clean up the four guards in the lower level and climb up onto the
concrete fixture on the other side. Flip the green button on the
generator to turn of the lights for Niobe. Turn around and make your
way up the ladder across the way. Shortly after you will be greeted
with a cut scene of a sniper plunging to his death. It would appear
that Niobe has gotten the upper hand on the sniper. Continue up the
ladder and down the next corridor to meet up with Niobe.
After the cut scene you find that your job is to take out four snipes
so that Niobe can advance to the power plants core. The four can be
easily seen by simply taken a second to notice them in third person
view. Once you have them sighted, take them down with some skillful
sniper skills. As soon as they are put down, Niobe makes her move. She
is not out of the woods yet. Now that she has made her position known,
SWAT comes in to take her out. Provide cover fire for her while the
SWAT team moves in. Continue picking off the officers until Sparks
gives you the all-clear sign to move on.
Move to your left and take out the SWAT units that get in your way.
Continue climbing and mowing down cops until Sparks tells you to get to
a ledge and provide Niobe with cover again. This time it isn't as hard
as before. There are only two SWAT officers that are firing at Niobe
and with any luck she will take out one of them for you. Continue
climbing up the construction until you get to the top. Equip whatever
close range gun you prefer and hurdle the two concrete walls. On the
other side defeat the two cops that oppose you and continue on until
the next level loads.
Mission: Reactor Construction 2
Run through the connecting hallways until you come to the entrance of a
large room. Do not rush in though. Instead take a moment to pick out
the heads of the SWAT team in waiting. Take out your sniper rifle and
pick off the first one on the end. This will result in his teammates
opening fire on you. Continue inching around the corner and taking out
each of them one at a time. When you have taken down the first four, un
equip your gun and sprint around the perimeter of the room. There are
other SWAT units lying in wait in the room but you can avoid them all
together just by running through the opposite entrance of the room.
Run through the next hallway and re-equip the sniper rifle before you
climb up the piles of wood. This next section is pretty easy if you
take your time and take out the SWAT team below the sniper rifle. You
can then force jump onto the concrete overhang and continue on till you
get to the top of the wooden fixture to the far right of the section.
Drop down from the fixture on the inside of the construction to advance
to the next section of the stage.
This next area can be negotiated just as easily as the last. You can
take on the gauntlet of police officers or simply jump to the concrete
ledges above and avoid them all together. While it is easy just to
advance past them from above, I suggest that you take them out and
collect more ammo for later stages of the power plant. Continue on
through the construction to yet the next section.
This area is a little tricky but manageable if you are prepared. Strafe
into this section and take cover behind the pillars. Continue weaving
your way in and out of the pillars until you get to the closest one to
the SWAT team. Use focus power and make a quick break for the wood
stacks beneath their position. When you are on top of the wood you can
take your time to heal before making the final push to attack the cops.
When you are ready, jump up and quickly disarm the cops and collect
their weapons so as the make them defenseless. Once you have put down
the four cops, pick up all the available ammo and continue forward.
Again you have two options about how you can negotiate the next
section. You can either; drop down and take on the units you come
across or move above them all and come down behind them. If you want to
do the direct route, then just keep your machine guns equipped. If you
prefer the alternate route, jump across to the top of the concrete
section. Run to the far edge and do a focus jump directly at the wall
that is just beyond the roof. If you do it correctly you can come down
in the hallway behind the SWAT units and get the jump on a SWAT sniper.
Take him out quickly and move on to the next level.
Mission: Nuclear Shipping
Run around the left side of the building in front of you and take aim
of the SWAT sniper. Use your sniper rifle to take him down. He is found
on top of the truck at the middle of the parking lot. Move in a little
closer now that the cost is clear and take out any threats you see at
long range with the sniper rifle. Once you feel the area is secure,
move in and head towards the doors near the rear of the dock area.
Through these doors you face two choices; speed or kill count. You can
easily make it through this room by performing a few focus dives and a
few quick weapon disarms. If that is not your style, take is slow and
use the cylinders for cover. The sniper rifle is a bonus here, but it
may prove to be hard to use in close quarter combat. Either way your
target is the silver door at the far end of the room. Through there you
move on to the next level.
Mission: Transformer Field
At the start of this mission, equip the UMP. It has a decent size
magazine, you should have a good supply of ammo for it, and there is a
whole lot more where that came from. Exiting the door at the end of the
hallway leads you into the main transformer conduit. This area is a
section that collects most of the power that is directed through the
transformer fields. Do a few focus dives to take out the three guards
here. When the area is cleared, follow the incline up to the top of the
tower. There you will find a handy weapon that will help you later on
in the power plant. Now that you have this smoke grenade launcher,
another SWAT unit will be right on your heels. They will emerge from a
large docking door near where you entered the transformer field. There
are only three of them so dispose of them as you wish. Continue on and
follow the pointer to your next objective. You should come across three
SWAT units within the next section. They are not too hard to take down,
just keep on them and continue firing. Once you have reached the end of
this large passage, the stage will be over
Mission: Transformer Field 2
This mission is either the most boring or the most action packed
depending on how you look at it. I personally feel that it is
repetitive and drawn out. But hey, I'm here to give you strategy and
not my opinion (right?).
Instead of giving you an in depth walkthrough for this section I'll
give you some advice.
-Keep your weapons ready and reloaded at all times
-Always use focus when taking a corner
-Expect to be ambushed everywhere
-Whenever a path branches off from the objective arrow, it normally
leads to a police officer and a health pick up
-Retreat backwards and not forwards. If you continue moving forward
with cops in tow, you will only pull them into more cops
-Always regain your life and force meter after taking out a SWAT unit
-Remember how import disarms can be
Mission: Nuclear Waste Sector
The next section is a little more diverse and a decent challenge. Take
your time to heal up and take Sparks warning to note. Enter the next
room when you are ready. There are three cops stationed in the room.
There is one on each side of the center pillar and one on the walkway
near the central pillar. Remove them in whatever order you feel
comfortable and prepare for an experiment. Take aim of one of the large
white containers that are around the room. Make sure you are a safe
enough distance away before trying out this experiment. Open fire on
one of the tanks and notice the size of the explosion. Just a word of
warning, do not hide near these tanks as one explosion can be enough to
take you down. On the other hand, you can use these to soften up and
decimate entire groups of SWAT. When you are ready, continue on through
the next section.
This small area contains two cops behind the small white containers. Do
not worry these containers are harmless. Move in close to the SWAT
units and disarm them quickly. Make it a habit now of stopping at each
new door and regaining your health before moving on. In the next
section you have to take on four officers who are laying in wait for
you. Use the explosive containers to your advantage and avoid getting
close to them to take away their advantage. Notice the first aid kit in
the small room above the main floor.
This next area resembles the previous section you were just in. This
time though it has less cover and more police officers. Use the cover
you have to try to divide and conquer the SWAT members in the room.
Take another moment to heal and regain focus before entering the final
room of the level. This next room has four SWAT members spread out in a
flanking position across the room. There is a large pit that separates
you from most of the cops. Defeat the first officer before climbing up
to the scaffolding and moving in on the other officers. This is an area
that you have to be extra careful that you do not shoot the tanks.
Defeat the two cops below the scaffolding and the one on top before
exiting the final door in the level.
Mission: Nuclear Waste Sector 2
The next room in the waste sector resembles one of the previous rooms.
This time though the SWAT team is in better positions waiting for you.
For an easy fix to this problem, use the tanks to take out most of the
opposition in the room. Mop of the rest and move through to the next
staging area. This time around jump up on the first white tanks in the
room. As the officers reveal their hiding spots, force dive at them and
take out the first two in the room. Get up and perform a few focus
dodges to get in close enough to disarm the final officer.
Strafe into the next room and take out the cop who is perched on the
walkway above to your right. Hurdle the next group of computers and
open fire on the officer across the way with a heavy machine gun. As
you inch around the next corner, take aim of the explosive containers
on the far wall. If done correctly, there should only be one cop left
to take down on the walkway across the large gap. Once his threat is
removed re-heal before moving on.
Use the same tactic in the previous staging room and climb up on top of
the first white cylinder. As soon as the officers reveal their
positions, perform a force dive at them and soften them up. As soon as
you move in close, disarm them and take on the next SWAT member in the
room. Run over to the next door and move forward so it opens. Quickly
retreat back into the staging room and let one of the officers come in
after you. If done right, the doors should close behind him and leave
him vulnerable to your attack.
Once he is dealt with, move on into the next section. Open fire on the
officer above the ladder in front of you and climb up to his position.
Strafe left around the next corner to get quick jump on the cops who
are on the catwalk across from you. A quick way to take them out is to
aim for the explosive cylinders beneath them. Once the room is clear,
climb down the ladder and continue forward.
Unlike the previous two connecting rooms, this one does not have a
white cylinder in the front for you to launch yourself off of. Instead
there is an officer who is hiding behind one immediately to the right
of you as you enter the room. Instead of going in, guns blazing, lob a
few grenades into the room to clear the place up a little. Once you
feel it is safe, infiltrate the room and squash any opposition you
find. One more room and the level is over.
This last room is very tricky if your not prepared. First and foremost,
before you enter the room make sure that your status bars are full.
Secondly, equip the GP-25. When you are ready, prepare for a quick
fight. This is the last stand before you get to the control room. There
are four guards who surround you on an upper level walkway. Since you
have the GP-25 equipped, make sure that Ghost goes into the animation
of aiming at his target before you fire. This is to ensure that you do
not fire the grenade at your feet and kill yourself in the process.
Also make sure that there is nothing in the way of your target that
could potentially put you in the blast radius of the grenade. Lastly,
take out the officers on the left by strafing to the right side of the
room. Take out the officers on the right side by strafing to the left
side of the room. This should ensure that you are not in the blast
radius and make this an easy fight.
Mission: Core Control Room
This mission begins with you taking a vantage point from the control
room above the center core. You need to clear the inner core before
Niobe can make her move. Take out the three guards around the center
tower. One is just to the right of the tower, one is just to the left
of the tower, and the third is to the far right near the door. Once
these three are down, a SWAT team will infiltrate the control room.
Quickly unequip the sniper rifle and turn your attention to the back of
the control room. The SWAT team will enter with four units. Use the
control panels as a means to soften them up a bit. When you fire on the
panels they explode, damaging anyone around them. Take on the four
officers and quickly return to the perch above the inner core to
provide Niobe with cover.
Niobe is now inside the core and she has a life bar just above yours.
Remember that if she dies, you loose, and her life bar does not refill.
Take out the three guards who have her pinned down. One to the far
right near the door, one to the right of the center tower, and one
below him just right of the center tower. Once they are taken down
another SWAT team will enter the control room. Lay waste to them just
as you did the last SWAT team. Conserve your focus so that you have
some to use to help your aiming when covering Niobe. Once this team is
down you will have to return to the window and give Niobe more cover.
This time there are two officers firing on Niobe. One is just to the
left of the center tower, and another is just below him. Once they are
dealt with, yet another SWAT team will enter the control room. The
previous times that the SWAT team had entered the control room, I
suggested that you take them head on not because it was easier, but
because you needed the ammo they dropped. Now that you have enough, you
can take aim with your sniper rifle from your current location and pick
off the last SWAT team with ease.
Mission: Core Control 2
Move into the secondary room of the control room. There you will come
across another SWAT team. Quickly take them down and be careful of the
tear gas they may have. Once they are disposed of, regain your health
and move to the bottom level of the control room. Here you must take on
yet another SWAT team. This team is unmistakably easy for a reason.
Once you have taken out this team, an Agent runs down the stairs and
takes you into his sights. This is the big day you've waited for, take
on an Agent and prove that you have what it takes.
Well, first off, firing your gun at the Agent will do little more then
to just shoot at air. Instead close the distance between you so that he
does not fire at you with his gun and you can get close enough to
attack with your melee attacks. Soon after taking the fight to him, you
will realize that even if you are landing most of your attacks, they do
not appear to be doing much damage to the Agent. Sparks suggest that
you knock him into one of the sparking servers that line the room. If
one is not damaged, pull out your weapon and open fire on one. This
will result in the server erupting in sparks. Quickly circle around the
Agent and send him flying into the server to electrocute him and put
him out of commission.
- Tea House -
Mission: Tea House
Time yet again for another one on one fight. Your opponent here is The
Oracle's guardian, Seraph. He has challenged you to a fight to "test
your resolve", as he puts it. Handle this fight in the same way that
you handled the fight with Trinity and Cujo. Use your focus button and
do not let up with your attacks. Make sure to conserve focus power when
you manage to knock Seraph to the ground. This is an all out battle so
do not hesitate to deplete your focus meter entirely. Once you have
depleted the focus meter, dance around Seraph by using the counter
button. You should be able to spin away from most of Seraph's attacks
long enough for you to regain your focus meter.
The counter button is your friend in this fight. If you have been
practicing your timing then you should be able to counter every throw
and a few regular attacks he throws at you. Not only will this save you
some focus points, but it will also make you feel really cool in the
process. For an added challenge, try to finish this fight with only
using counters. It is tough but doable. Once you have depleted Ghost's
life meter to below 25% he will stop the fight. Just like Ballard said
when he fought Seraph earlier in the game "You just stopped because you
were about to get your ass whooped"
An interesting note here is that if you happen to loose to Seraph in
your fight, the story will actually skip ahead to the final chapter. In
the process, you will skip the next chapter that involves a midnight
stroll through china town with a few hundred Agent Smith clones in tow.
I suggest that you reset the game and challenge Seraph again until you
are able to defeat him. The choice is yours, but on your first play
through you should experience the entire story of the game.
- Skyscraper -
Mission: Vertigo
Time to put on your running shoes. After the last cut scene, you find
yourself inside a skyscraper that is under construction. An interesting
twist in the story has you being pursued by a gaggle of Agent Smith
clones. While you may be feeling a little confident about fighting an
Agent after your last encounter, do not get any ideas here. Agents are
tough, but Smith is tougher. Almost your entire weapon disarms will be
countered, and most of your attacks will be blocked or dodged. Smith
also has the regular habit of an Agent to carry a high caliber handgun
in his breast pocket. For most of the next few levels, you will be
dodging and receiving gunfire from this delightful weapon. Just
remember these words of advice " Run, Run, Run, Run, Run, Jump, Run,
Dodge, Run, Run, Side Step, and Climb." If for whatever reason you feel
that the words "shoot" or "firearm" should be used to describe your
actions, then you have obviously adopted the wrong strategy for this
level. There are dozens upon dozens of Smith coming after you, and if
you are lucky you can take out two or three. So just heed my advice and
get moving.
This level starts you in front of an elevator inside a skyscraper.
Quickly turn to your left and make your way through the construction.
Seconds later an Agent Smith will emerge from the elevator and open
fire on you. Ignore him and move further through the construction. In
front of you, you will see an opening in the hallway; make your way for
this opening. As you approach it a Smith will break through the wall.
Once again, ignore him and continue moving forward. In this section you
have to climb up on the piles of lumber and jump into the next room.
Navigate your way around the framework and into the next room.
At the next corner, make a left and you will be met with a Smith
closing on you. Instead of taking him head on, focus dive through the
window next to you and enter the door. At the top of this flight of
stairs, you can take a moment to catch your breath and refill your
status meters. Once you are ready, move out onto the outer scaffolding
surrounding the building. Run down the scaffolding and around the next
corner. Ignore the Smith that opens fire on you from inside the next
room (I hope that this is becoming a habit for you). Follow the
scaffolding around the perimeter of this room and onto the next
section.
At the next corner you will see a wooden sign that reads "Caution."
Instead of making a right here, run at the sign and focus jump through
it. Hold the focus button down the entire time in order to make it to
the next section of scaffolding. This will save you some time and just
look cool in the process. Further ahead a Smith will fall from above
you and collapse the plank you are on. Now on the scaffolding below
you, quickly jump into the room to your right and through the window on
the other side. Traverse this next section of turns and down the next
slope. From here on out, you just have to keep following the
scaffolding and avoiding any contact with the Smiths. Be careful not to
get into hand-to-hand combat here as it can lead to you getting knocked
off the side of your building and to your death. Once you have
completed this obstacle course you will come to the end of an upward
slope and make an automatic jump into the office in front of you.
Inside a Smith will open fire on you from a neighboring room. Break
through the two large doors in front of you and to the opposite end of
the meeting room. As you run, Smith will fire at you through the sheet
rock walls. Continue dodging his bullets. Eventually Smith will make
his way to the far end of the room and barge through the wall. Run at
him and focus dodge past him. Hurry and dash to the elevator behind him
in the next room to finish the level.
- China Town -
Mission: Smiths Trap
You now find yourself in China Town (to Sparks surprise). Unfortunately
you are far from being out of the woods. Run through the door in front
of you. In this room you will find a group of women using sewing
machines. Ignore them since a Smith will emerge shortly from the room
you just came from. Follow the objective arrow down the stairs on onto
the street below. Take a quick right, avoiding the Smiths down the
street to your left. Follow this next section of alleys until you come
to an intersection. While the arrow tells you to go straight, take a
left at Wo Ping Avenue to avoid having to backtrack and be cornered by
a Smith. Move through this next section of streets with hopefully few
encounters from any Smiths. Following the objective arrow, you will
eventually come to a white door. Run through it and on to the alley in
front of you.
Take a right out of this door and into two waiting Smiths. Trust your
objective arrow and keep moving forward. On your right a door should
swing open and a scared on looker will be behind it. Run around the
scared man and onto the alley ahead of you. In the alley, run up the
stairs and onto to the roof of this building. You should have a few
Smiths in tow so keep moving forward and dive off the end of the
building to end the level.
Mission: On Foot
This level has two routes, a short one and a long one. If you want to
go ahead with the regular layout of the level, jump off the roof and
down to the left. Follow the objective arrows to the end of the level.
If you want a quick end to the level, jump off the roof to the right
and run to the end of this street. You will have to avoid a few cops
and a Smith, but can potentially save a lot of headaches and game
overs. At the end of the street, climb up the fire escape to your left
and into the building above, move through the doors in the room above
to end the level.
If you wish to have fun and have a fetish with being chased, jump down
to the left and follow the levels objective arrows. As you jump down
on the street, a few cops and a Smith will begin firing on you from
behind. Go into focus and keep running forward. You may encounter a cop
or two in front of you, ignore them and keep moving forward towards the
arrows direction. You will eventually come to a back alley and a flight
of stairs that leads down. Take these stairs to a small passage that
goes below some buildings. In this passage, hold down the strafe button
as you run forward, when you get to the corner push the direction
button in conjunction with the strafe button in order to make two quick
turns through this hallway. At the opposite end of the passage, you
will run up a flight of stairs. In front of you stand two police
officers and a squad car. Quickly disarm the officers and take the
firearm that is in the trunk of their car. Do not stick around to
finish them off as a Smith is not far behind you. Continue following
the objective arrow forward.
The next turn leads you through a back alley, through a small room, and
onto the next street. Take a quick right. You will run into two cops
and shortly there after, an Agent smith. Instead of fighting, focus
jump over the cops and continue to focus jump down this street to dodge
their gunfire. Run through the door at the end of the street and turn
right. Traverse this shop and come out the door on the opposite end. A
Smith will smash through the store window next to you as you exit the
door. Run past him and down the street. Take the next right and run
down a street of scared pedestrians.
At the end of this street you will see the truck, where you started the
level out on top of, to your right. If you had decided to have just
turned right at the start of the level, you would have avoided all of
this running. Either way, turn left at this T intersection and to the
end of the street. Run up the fire escape to the building on the left
side of the dead end. Burst through the doors in the room above to exit
to the next level.
Mission: Hard Line Pursuit
Run down the stairs in front of you. When you come to the first turn,
you can make the turn or fall down the hole in the floor to the ground
level. You will take some damage in the fall, but avoid a Smith. Make
your choice and kick the door in to get to the street. Make a right out
of the building and then a quick left on the street ahead. Avoid the
cop and run down the long street in front of you. You will encounter
another cop around a small curve in the road. Use your focus to deliver
a quick punch kick combo and leave him on the ground long enough for
you to make your getaway.
This next corner leads to some bad news. The hard line that you were
running to has just been blown sky high in front of you. Advance down
the street towards the SWAT team set up in front of you. Do not bother
with shooting at the cops. Keep running at them and eventually their
SWAT vehicle will explode behind them, killing them in the process.
Pick up the first aid kit if you were caught in the blast and climb up
the ladder next to the vehicle. At the top of this ladder you will find
a grenade launcher on the roof. It can be used to slow down Smith, but
it won't keep him down for good. Run to the end of the roof and focus
jump past the Smith who climbs up to greet you. Hit the street running
and make your way to the end.
Take a left and keep running forward to avoid the Smith on the roof to
your left. At the end of the alley, make a slight right hand turn and
run down the side of the canal. Do not turn to face the Smith behind
you. If you do happen to get into a fight and get knocked into the
water, it will be lights out. Run to the end of the building to your
right and focus jump on to the top of the boxes that are next to the
fence. Run through this next section, Smith free, to exit to the next
level.
Mission: The Virus Spreads
You are almost home free. Keep your chin up, and your feet moving. Run
up the flight of stairs to the butchery on the second floor. Run
towards the elderly couple and the door behind them. Just as you are
about to run past them, go into to focus and run to the end of the
room. This should let you run right under the Smith who comes crashing
down from the sky roof above. Exit the door and make a right. Run
across the rooftop and focus jump off the end. Make sure to land on dry
ground. Keep running and jump over the short wall in front of you. Take
this next street to its far end. Run down the small alley to your left
and take another left when you come to the waterfront.
Follow the canal until you come to an open door to your left. Run in
and take the exit on the opposite end of this room. Follow the
objective arrow to the street in front of you. Take a right when you
get to the street and avoid the Smith to your left. If you have some
spare ammo you want to use, run down the street backwards and fire at
Smith to keep him busy while you make your get away. At the end of this
street, take the door on the left to exit the level.
Mission: The Church
Your last sanctuary could not come from a more welcoming place. You
have one more group of rooftops to cross before you can get to the hard
line and jack out. Start the level by running up the stairs. Climb this
series of stairwells, making sure to stay one step ahead of the Smith
who is coming up behind you. At the top, run to the far wall and take a
left, make another quick left and around the corner. Climb this last
set of stairs to the roof. Make a quick right and then focus jump to
the rooftop ahead of you. Run around the left side of the building and
focus jump again to the next rooftop. Take either side of this rooftop
and then focus jump from the top of this rooftop, down onto the next
one. If you have some focus to waste, use it and take the time to
notice all the Smiths swarming around you from the sides. Keep pushing
forward and traverse the small rooms that line the next two rooftops.
Jump across the small plank and burst through the red door at the end.
Run through the next room and make your way up the stairway at the end.
If you happen to run down this flight of stairs, you'll be met with two
unhappy Agent Smiths. At the top of the stairs, run across the rooftop
and do not stop to let your pursuers to catch up. Run to the end and up
the stairs to end the level. Watch the cut scene and catch your breath,
you just survived another day in The Matrix.
- Onboard the Logos -
Mission: Tunnels of the real
This next level is generally one long tube ride. You are in the real
world, inside The Logos. Your job is to man the guns and to hold off
the Sentinel army that is advancing on your rear. You have the ability
here to change your perspective from the front and the back of the
Logos. The radar on the top of the screen will warn you of the
proximity of the sentinels on either side of the ship. Make sure you
take them out before they can get to close and damage the ships hull.
The rest of the strategy stays the same for the next two levels.
As Niobe is piloting the ship, you have control of the guns. Instead of
actively aiming the guns at the sentinels that approach, simply center
the gun and let down a constant stream of fire. The swerving flight
patterns of the sentinels will sweep them back and forth across your
line of fire, eventually destroying them. The only time you should
manually aim is when the sentinels move in and reveal their pincers to
damage the ships hull. Just keep your finger on the trigger and keep
switching between the forward and rear guns to finish out this level
Mission: The Rabbit Hole
Continue with the same strategy through the rest of this level as well.
Eventually, the sentinels will launch a guided bomb at The Logos. This
weapon is very deadly. If it manages to hit the ship then you are done
for. To keep it out of range, continually shoot at it with the gun.
Unlike the sentinels, you will have to manually aim at the bomb and
even lead your fire in order to hit it. Eventually your steady fire
will knock it so far back that it is out of sight. Keep the gun firing
just in case, and wait for the final cinema to play. Enjoy the preview
trailer for the next Matrix movie.
=======================================================================
- - - - NIOBES WALKTHROUGH - - - -
=======================================================================
- Post Office -
Mission: Closing Time
If this is the first character you picked to play as, take your time in
the main lobby to get a feel for the game. Test out your focus
abilities and get a good feel for all the buttons. If you have already
completed Ghost's missions, you should have a perfect understanding of
the buttons and the game play. When you are ready, run into the first
floor P.O. box room on your right. Sparks will inform you that this is
not the right P.O. box room. The one you are looking for is on the
second floor of the Post Office. Make your way back into the main lobby
and pass the front desk. You will find an elevator that should lead you
to the second floor P.O. box room. Pushing the button on the elevator
shows you that the elevator is inoperable at this moment. Sparks
suggests another route. Once the cut scene is over, an ensemble of
security guards will attack you. If you are quick enough, you can slip
in the door that the security guard comes out of from the security
office to the left of the elevator. This will send you onto the next
level. If you cannot make it into the door in time, beat up any
security guards who get in your way and run into the women's bathroom.
Climb the maintenance ladder into the air vent. Exit to next level.
Mission: Behind the Scenes
Depending on if you went through the security door, or through the air
vent, you will start this level at two different points in the men's
locker room. The two Post Office employees will warn a security guard
of your presence. Knock out the guard and punish the PO employees for
getting you in trouble. Once you are done playing in the men's locker
room, take the rear door into the next hallway. These next two PO
employees will call for a security guard if you alarm them in any way.
If you walk through the next section, you should be fine, otherwise
take out the security guard who emerges from the end of the hallway.
Take the last door on the right into the mail forwarding room.
Here, two PO employees will cry out for help and duck for cover.
Dispose of the two guards who emerge to stop you. Follow the objective
arrow into the next room and remove the two security guards that you
come across. Move on into the next section and take note of the metal
shutter door on your right. Remove any security guards you run into
until you reach a dead end with an office window. Focus dive through
the window and into the office. Push the button on the wall to open the
door of the metal shutter door.
Backtrack and go through the now open door. Fight the two security
guards who attack you and continue to follow the objective arrow. This
next section has a hallway and a small office room to the left of it.
Beat up the security guard in front of you and do the same to the one
that emerges from the back of the office. Move to the far end of the
office and out the back door way to the next hallway. Take the final
door on the right into another section of offices. Traverse the offices
and take out any security that may show up. Take the final door on the
right into the hallway. Take this hallway around the corner and dispose
of the security guard who opposes you. Open the final door on the right
in order to move onto the next section.
Mission: Epicenter
Climb the fence in front of you and enter the mail processing room. Run
to the end of the passage in front of you and make a right. You may
come across one or two guards before you finally come out into the next
open area of the processing room. Two guards should be in front of you
guarding an elevator door. Be careful of back up security guards who
will come up behind you. Remove any opposition you find and enter the
elevator to exit to the next level.
Mission: Unexpected Arrival
As you exit the elevator into the second floor, you run dead on into a
squad of security guards who are surprised of your appearance. Run to
the desk just in front of the elevator and load up on the available
weapons there. Half of the security guard group will stay to fight you
while the other half will apparently run away. Take out these "heroes"
and give chase to the security guards who ran away.
Around the next corner you see that they did not run away, but were
setting up an ambush. A security guard drives a forklift at you while
the other ones use it for cover. Ignore the forklift and take out the
security guards who are behind it. Be careful of security guards hiding
behind crates. They may not make their appearance known until you are
right on top of them. Once you have disposed of the guards in this
area, move to the end of the hall and turn the corner.
The guards are apparently either smart or very scared. Around the next
corner you are ambushed by a group of guards who are taking cover
behind the boxes of mail. Remove the four guards from the equation and
continue down to the far end of the storage room. As soon as you come
to the next corner there are two guards who will begin firing on you
from behind some more boxes of mail. You can strafe around the boxes
for cover so you can get in close and put these guards out for a nap.
Beyond these two guards, three more will attack you from further down
the next hallway. You can take the time to put them down, or you can
just run through the steel gate in order to trigger a cut scene.
After the cut scene you find yourself on the top of the shelves holding
the crates of boxes. Security has fired tear gas into the corridor and
you have gone sky ward to avoid it. Your object here is to stay on the
top of the shelves and not to fall down into the tear gas. Take a step
back and make a running jump using your focus powers onto the air vent
across from you. Be careful not to end on the right side of the air
vent or it will collapse and send you falling into the tear gas below.
If you do fall, simply run back through fenced gate and climb up the
boxes to the top of the shelves. Either way, when you make your way to
the top of the opposite shelves, follow it to roof of the next room.
Jump through the skylight in order to end the level.
Mission: Redirected
You begin this level in a storage room. Turn around and exit into an
adjoining storage room. Immediately in front of you in the next room is
a security guard. He is radioing in you position to quickly take him
down before he can pull out his weapon. On the opposite side of the
storage room, two security guards will open fire on you. Use the
shelves as cover, or simply use the focus ability to take them down at
long range with your guns. As you exit this room, a squad of guards
will attack you from the opposite side of a large fenced in area. Since
they are not in your way you can choose to avoid them and run down the
hallway. When you have passed them, follow the hallway until you come
to a left turn. A cut scene will take place.
After the cut scene continue down the corridor and enter the glass
office to the left. You will then be given a prompt that will tell you
to use your force power to jump through the window. Run at the window
with the force ability in use and jump at it. Your character should
jump or perform some sort of tumble and crash through the window. Next,
run towards the opening at the far end of the room.
When you near the first set of boxes, a security guard will be alerted
of your presence. Once he is down for the count there are still another
seven guards to take down in this corridor of boxes. The best way to
take them down is in two separate groups. The first group of four can
even be cut in half. The first two will run at you while the other two
will be behind a row of boxes. Take out these four guards and proceed
to take on the remaining three in the corridor. Once you are done with
them, run through the partially opened gate and open the door inside
the next room.
Immediately to your left, four guards will open fire on you from the
far end of the next room. Focus dive at the guards with your guns drawn
to quickly close the distance. Remove the rest of the guards with hand-
to-hand combat and weapon disarms. When you have cleared the room, run
up the back stairs and onto the conveyor belt to end the level.
Mission: Got It
Now inside the second floor P.O. box room, turn left and run to the set
of P.O. boxes near the wall. After the cut scene the PO box room will
be filled with tear gas. Make your way back to the elevator and knock
down any guards who get in your way. If you stay to long in the tear
gas you risk dieing from the inhalation of the gas. If you make a stand
at the front of the elevator you can take out any pesky guards and not
have to worry about the gas's effects. Once you have disposed of the
guards in the room the elevator will open and you can make your way
back to the main lobby.
Back in the main lobby you are only a quick sprint from freedom. Run
back to the front doors and make your escape... unfortunately for you
the cops have set up a little trap for you. Once you try to open the
doors the security gates will close and seal you into the front lobby.
Worse yet, a few units of cops are lying in wait for your arrival. As
the security gates slam shut, the cops will start to poor into the room
and open fire on you.
Be smart; don't try to take them all out at once. Your best course of
action is to move around the perimeter of the room and take out the
guards as they show themselves. Since many of these cops are very well
armed, target the ones with the shotguns and MP5's first. Not only will
this silence a potentially lethal enemy, but also it will gain you a
strong weapon in the process. Continue making sweeps around the room
until the room is cleared. Note that you can take refuge in the
bathroom area to regain focus and especially health.
Once you have taken down the last of the cops, you will be directed to
a new waypoint. The door next to the service desk is now open. Go
through it to access a previously visited section of the PO. Continue
through the back hallways and make your way to the processing room.
Mission: Big Distraction
You ever get that feeling that someone's help isn't as welcome as they
expect it to be? Well apparently Ghost has set up a distraction at the
expense of your escape. After the cut scene you will find that a few
large explosions have rocked the rear of the PO. Sparks suggest that
you make your way through the rubble and back through the offices on
the second floor.
Descend the stairs and make your way around the fallen catwalk. The
fence that had previously slowed your progress is now ripped in two.
Continue through the hole. As you make your way further into the
processing room you will come across two scared PO employees. Let them
run away as there is a group of police officers behind them. Show them
what they are messing with and move on. Continue through the wrecked
processing room and take out the security officers around every corner.
Apparently these guys do not get the idea that it is a good time to
leave. Once you have finally made your way to the rear of the
processing room, take the rear stairs up to the second floor.
Mission: Breakout
Almost there, just a little more and you will leave the Post Office in
your dust. Move back through the control room and take notice of the
two cops foolish enough to follow you. In the next room there are two
security guards hiding among the shelves of supplies. Move in for some
hand to hand combat and weapon disarms. Once you are ready be prepared
to make a run for it. Once you open the next-door two security guards
from the other side of the fenced in hallway attack you. Take them down
and move back through the offices. Instead of turning right and into a
group of police officers, take a left and duck into the lone office at
the end of the room. Once you open the door you will trigger a cut
scene that leaves you some-what questioning Sparks' methods. Bring on
the car chase...
Mission: Get to the Hard Line
This mission is a simple driving mission. Acquaint yourself with the
controls and read any necessary tips in the tips screen. Note that in
order to use ghost, you need to hold down the support button to have
him fire on the pursuing cops. This mission is pretty straightforward,
avoid any oncoming cop cars, use ghosts support to get any cops of your
tail, and follow Sparks' directions. Eventually you will come to a
roadblock. Sparks informs you that you have to avoid the cops for two
more minutes before the roadblock is removed. Make a quick U turn or
use the side street near the roadblock to turn around. Drive around the
city and wait for Sparks message that the blockage is gone. Return to
the tollbooth and cross the bridge in order to finish the level.
Mission: Answer the Phone
After a thrilling chase scene through some back alleys, you find
yourself on a rooftop. You are only a few rooftops from a hard line and
your flight to freedom. Make your way towards the rooftop with the
radio tower. Take note that falling from the rooftops is an unhappy
experience, given that it means that you have to start the level over
again. Climb the ladder to the rooftop with the radio tower and meet an
unwelcome visitor.
This is where you learn what it means to "run like hell." An Agent has
you in his sites and you don't want to wait around to see what he has
in store for you. From the rooftop you start from, move towards the
next building and jump onto the ladder there. Continue your way across
the next rooftop. If you want to run faster you can unequip any guns
you have so that your character can focus on running.
Once you have made your way onto the next rooftop you will be warned of
an Agents transmission into a persons body by its tell tale electricity
sound. Avoid the Agents gunfire by running around the outside of the
brick pillar and jump onto the next rooftop. Here two cops that emerge
from a rooftop doorway will greet you. You don't have to worry about
the pursuit of an Agent at the moment so you can take out some
aggression on the two. Continue on your way by running up and down the
familiar looking metal shingle roofing.
At the edge of the rooftop jump through the open gap of the adjacent
derelict building. Crash through the half broken boards and down two
flights to the floor of the building. A cop waits behind you with his
gun ready so be prepared. Run through the winding hallways of the
building and jump to the next building. Climb up the ladder for another
unhappy surprise. You may have thought that the Agent forgot about you,
but just like an elephant, an Agent never forgets. As you climb on the
roof of the building you see him fall to the rooftop of the building in
front of you. Instead of taking him head on, run through the doorway to
your left and jump across the gap into the hole in the next building.
Two cops converge on you as you land in the empty room. Take them out
quickly as the Agent is hot on your tail this time. Quickly climb up
the stairs and jump to the next rooftop. You're almost home free. Climb
the next ladder and jump down to the next rooftop. Look familiar?
Quickly climb up the ladder to end the level. You finally make it to
the hard line and jack out of The Matrix. Good job, you just survived
your first encounter with an Agent.
- Airport -
Mission: Check In
You start this mission on the second floor of the main airport
terminal. Niobe is wearing a nifty new coat for this mission. You can
end this mission in a few shorts seconds by simply jumping off the
second story balcony with a force jump. On the first floor, turn around
and enter the baggage conveyor behind the check in counter to exit the
level. I do suggest that you hang around in the level and take out any
police officers you can find. They are all easily defeated, and they
will give you ammo to face the SWAT teams you will be facing very
shortly. Scan the area and take out any cops you come across until you
feel you have a good amount of ammo (or the limit that you can carry).
Whenever you are done, exit through the baggage conveyor behind the
first floor check in counter.
Mission: The Belts
This next level can be tricky. It will be your first encounter with
SWAT team units and will involve a lot of architecture that can get in
your way. After the cut scene, run to the far end of the room and push
the green button to open the service door. Run through the next section
of the conveyor room and exit at the opposite end. As you enter the
next room, stop and go into first person mode. Scan the room to see the
SWAT units in the room. When you are ready, move in and take out your
opposition. You will notice that SWAT units are better armed and take
hits to take down. Keep at them and you will be able to succeed. Clear
out the room and make sure you kill the quivering airport employee to
make sure that he doesn't bother you later. Run up into the control
room and push the red button.
As you exit the control room, run up the stairs to your immediate
left. At the top of the stairs, in a small alcove, you will find a set
of stun grenades. Continue along this catwalk and exit the door at the
end. In the next section you enter of the upper catwalk, two SWAT team
guards will attack you as you exit the door. Take them out at close
range and move across the catwalk to the next section. This next room
is heavily guarded. First kill the two SWAT units in front of you on
the catwalk and then return to the previous room for cover. Regain any
life and focus you lost before re entering the room. Turn to your right
and focus/strafe to your left across the catwalk. Shoot at the SWAT
units perched on the catwalks across the room. Once they are down, jump
onto the conveyor for number 10 and exit the level.
Mission: Jackson in Steam
Before you continue with this mission, you need to know that you can be
killed by steam that is released from pipes in this mission. In the
same respect, you can fire at pipes and let steam out to harm SWAT
units. As you gain control of Niobe, exit the room through the lone
door at the end. Walk through the next pipe room and stop when the cops
open fire on the pipe in front of you. Immediately go into first person
mode and shoot them as they round the corner. When the steam stops
coming out of the pipe, continue into the back hallways of the
terminal.
This next section can be very tricky. This series of tunnels
interconnect to one another to allow access to many different places in
the airport. Right now your goal is to get to section 1A. There are
many different ways to get there and many different SWAT teams you will
come across in the process. The quickest way would be to go down the
stairs and into the lower tunnels. Down here, you'll come across two
groups of roving SWAT teams. Take them out and climb the stairs at the
far end of the tunnels. Continue moving forward and taking out any SWAT
you encounter. Eventually you will find a hallway that has a two large
fence doors open. Follow through here to exit the level.
If you want however, you can run around and mop up and SWAT you find in
the tunnels. Keep the MP5 equipped and your finger ready on the focus
button as you round every corner. You should come across two or three
grenade pick-ups in the tunnels so feel free to use them if you are
threatened by a large contingent of SWAT. When you are ready, exit
through tunnel 1A.
Mission: Jackson in Steam 2
This mission is more of a run and gun mission. You are being pursued
bye an agent so you don't have the time to stay and have a chat with
the SWAT that will get in your way. The tip for running faster will
appear on your screen at the onset of the level. To run faster, unequip
your weapon so that Niobe can focus solely on running. As you come
across SWAT in this level, do not take the time to take them out for
good unless it is with one solid shotgun blast. Instead, disarm them or
give them a focus throw to knock them down long enough for you to move
on. Eventually you will come to a section where you can climb to a
small passage below the main floor. While it is tempting, the only real
benefit is one first aid pick up. Otherwise it is a waste of time and
only avoids one SWAT unit. Carry on instead and sprint to the end of
the tunnel. Section 7A is the last section so give it your all and run
to the ladder at the end. If at any time in the level you are taking
considerable damage from gunfire coming behind you, do a focus jump to
dodge the bullets and to create more space between you and your
attacker.
Mission: Hangars
At the onset of this mission, turn to your left and run to the far end
of the hangar. SWAT will emerge on the walkway above you shortly so
don't wait around for their arrival. As you make your way across the
length of the hangar, a SWAT team will infiltrate the hangar at the far
end. Equip the MP5 and get in as close as you can before they start
shooting. Once they open fire, perform a focus dive at them and fire at
will. Clean up the rest of the team before continuing on to the next
hangar.
In the next hangar you will come up behind a group of unsuspecting
cops. Wait until they turn around and open fire on you before you
perform a focus dive at them with the MP5. Clean up the four cops and
climb the scaffolding behind you. At the top of the stairs, jump onto
the top of the airplane. Run across the fuselage towards the tower on
the opposite end of the hangar. Once you reach the nose of the plane, a
SWAT sniper should emerge and start firing at you. Quickly take him out
with the shotgun or the MP5. Pick up the sniper rifle and the grenades
he drops before returning to the previous tower you just came from. At
the top of the tower, make your way onto the upper walkway and enter
either the door on your right or your left.
Exit this next hallway into yet another hanger. From your perch, high
above the airplane below, you should be able to see four SWAT units in
the hangar. Take out your sniper rifle and make sure that you are
behind a metal sheet. Open fire on the two snipers in the tower first,
then the sniper on the plane, finally take out the SWAT unit on the
wing before descending on the lift. Run across the wing and enter the
fuselage door. Inside the airplane, turn to your right and quickly
remove the two SWAT units as they come after you. Exit through the door
on the opposite end.
As you exit the plane, two SWAT snipers equipped with MP5's will
descend from the top of the tower. Be careful of the difficulty the
stairs can give you when fighting at close range. Kill the two snipers
and go to the top of the tower to retrieve the sniper ammo. Run to the
bottom of the tower and across the floor onto the next hangar. Around
the next corner you will meet yet another SWAT team. Unlike before, you
should be much closer to these cops so it should be no problem taking
them down with a combination of small arms and hand to hand combat.
Continue on past them to the next hangar. After a cut scene you will be
off to the next level.
Mission: The Bowels
This mission once again puts you in the access tunnels of the airport.
Traverse the series of tunnels in front of you before you come out into
a dark hallway. Make a quick right and kill the SWAT sniper who stands
right next to you. From his dead body you will receive the infrared
scope for your sniper rifle. Test it out in first person mode before
moving on. The next series of tunnels are all dark. As you are opened
fired upon, quickly go into focus mode and into first person mode with
the sniper rifle. Take out any opposition you see before moving on.
Further down the tunnel you will come across a flight of stairs. A
group of SWAT units will descend the stairs and open fire on you.
Quickly run up to them and take them out at close range with shotgun
blasts. If you do not make your way up the stairs, a steady flow of
SWAT will descend the stairs and continue to fire at you. Be careful to
not stand around at the bottom of the stairs as SWAT units are in
position to throw grenades at you. Jump up the stairs and take out any
remaining SWAT units with the shotgun before moving on into the Tarmac
access tunnel.
Mission: Catching a Plane
You are now back in the hangar where Niobe dealt out her handy work
just a short time ago. Sweep through the hangar and take out the police
officers who are hiding behind the various containers. When the coast
is clear, regain your focus before running to the far end of the
hangar. You will come across another SWAT team. Take them out with a
few focus dives or sniper fire. Once the hangar is clear, climb up the
ladder (follow your arrow) and make your way onto the walkway above.
Follow the walkway into the next hangar. Here, take out the sniper
rifle and kill the SWAT units that are firing at you. You can fire at
the canisters in front of them in order to take them out with one quick
shot. Once the hangar floor is clear, climb down the ladders to the
bottom. Run towards the plane to finish the level
Mission: Agent on Board
Now onboard the airplane, run to the opposite end of the fuselage to
find parachutes for you and Axel. Defeat the three SWAT that guard the
parachutes before returning to the rear of the hangar. Uh oh, looks
like you have found a friend. Time to take on an agent. The first thing
you need to do is push the button near the rear door to lower the cargo
door of the plane. If you are having troubling pushing the button, or
you are locked onto the agent, perform a focus throw to buy you some
time and to get your lock-on, off the agent. Now, with the door open,
you need to push the agent back to the rear of the open door and knock
him off the plane. Keep attacking him with kicks and punches and use
your focus as necessary. Once he is on the edge of the door, Niobe's
focus throw (where she sweeps out the feet and punches the assailant)
is a good way to knock him off the back. Once you knock the Agent out
the back of the plane, Niobe jumps out with her parachute on.
-- Sewers --
Mission: Abyss
Following the cut scene, you find yourself at the wrong end of a SWAT
team attack. Your goal her is to escape the sewers and find a hard line
to escape. This next area can be perilous if you fall so stay close to
the walls. A note from Sparks tells you that if you accidentally walk
off an edge, hit the focus button and turn towards the ledge quickly.
With any luck you will grab the edge and pull yourself back up. Also be
careful when using your focus when you are running on the narrow
ledges. If you accidentally run up a wall do not jump off it, as the
jump will send you over the edge to your death.
Now that you are ready to go, circle around the perimeter of the chasm
and make your way to a ladder. You need to circle around the metal pipe
so you can climb the ladder to the top. At the top a SWAT team sniper
greets you. Move in for a quick weapon disarm and pick up his sniper
rifle. Take aim at the police units that are attacking Ballard on the
center fixture in the room. With luck, Ballard has already taken out
one cop, but don't rely on that Use the sniper rifle to take down the
threat and protect Ballard. From here on in, whenever you come across
an ally in the sewers you will see their life bar above yours. Take
special care to not let their life bar hit bottom or it will signal
lights out for Ghost. Once the threat to Ballard is taken care of,
follow the ledge and take the next ladder up to the top of the room.
Again, Ballard is under fire and you are there to aid him. Quickly take
aim with the sniper rifle and take down the two snipers on top of the
metal framework in the middle of the room. Scan the lower catwalks
around Ballard and clean up any other SWAT members that may be left
over.
Mission: Abyss 2
Follow the catwalks to the center pillar and take the ladder down to
Ballard's location. As you approach Ballard and the phone, you are once
again waylaid by an opposing SWAT team. Luckily Ballard gets out in
time, but you have to take cover from the sniper fire. Quickly pull
yourself up from the catwalk and take out the cop guarding the phone.
Run up to the metal fixture and grab the sniper rifle. Shoulder the
rifle and take aim of the two snipers on the same level as you, one to
the left, and one to the right. You can then choose to take the safe
route or the quick route. If you take the safe route, climb back up the
ladder inside the metal fixture and take out the sniper above. If you
want to quick route, run backwards on the catwalk towards the phone.
When the sniper overhead comes into to view, take up the sniper rifle
and take him out before he takes you out. Once this is done pick up the
phone and talk to Sparks.
Apparently you aren't done yet. Instead of jacking you out, Sparks
loads you into a loading program with a selection of weapons to aid you
against the SWAT teams in the sewers. He then sends you back in to go
to the aid of others who are having a hard time finding a way out of
the sewers. Once you are equipped, Sparks sends you back through the
phone you just used, this time better armed. Equip the Stun Grenades
and take aim at the large fan at the end of the walkway. Toss a grenade
at it in order to blow a hole to allow you access. Follow the pathway
behind the fan to the next level.
Mission: Pumped
Follow the arrow to your next objective. You can take a quick look
through the grates in the passage to prepare you for the rooms you have
to advance through. Unfortunately there are no cops inside these rooms
yet, but once you drop down there will be. Continue to the end of the
tunnel and jump down from your perch into a larger tunnel. From here on
out you will encounter many barrels filled with oil. These barrels can
be a quick fix to the SWAT problem, but also be aware that they can
have the same effect on you. Whenever you see these barrels, use them
to your advantage. If you do not use them to take out a few SWAT units,
at least take it out so that they are not used against you when you
pass them.
Continue down through the next adjoining rooms and sweep up the un-
expecting units you encounter. Use the rooms as cover and retreat
backwards if you need to. When you have reached the end of the passage,
the tunnel leads to the right. Sneak up on the cops in front of you and
take them out with a little work. Quickly move to the first person mode
and aim at the barrel at the end of the way. Make sure that you are not
close enough to be in its blast. Shooting it should bring down at least
two of the cops in the vicinity. Move in and sweep up the rest. Another
unit should emerge from further down the corridor. Quickly disarm them
of their weapons and take out any remaining threats. Follow the passage
further to the end. There, a small tunnel leads to the left, drop the
first SWAT member and his friend who emerges from the tunnel behind
them.
Following this small tunnel leads you into a much larger complex. The
entry shotgun will be your friend in the next section. Emerging from
the tunnel into the next passage, you see a cop at the end standing
next to a barrel. Focus-dive at him with the shotgun and fire one
round. If you miss with the shotgun blast, it should still be enough to
blow up the barrel and send the SWAT officer on his way. Around the
next corner a cop waits patiently for you to stick your head out. Sidle
up to the wall and peak out, when he shows his face blast him with the
shotgun.
As you enter the area he was guarding, an officer opens fire on you
from a walkway above. A shotgun blast should be enough to take him
down. Be careful to avoid the barrel in the center of the room. Any of
his shots could miss you and hit the barrel instead. Take a left at
this intersection and confront yet another guard on the walkway above.
Back up and take the passage to your right. It winds around a corner
and leads to another small open area. Take out the cop here with either
a shotgun blast or by targeting the oil drum next to him. Follow this
path until you reach a red ladder.
At the top of the ladder you have the task of cleaning up the rest of
the police officers in the room. First take the one out to your left if
you had not taken him out before. Run to his position to gain cover for
a moment. Next, run towards the small overhang with the waist height
wall. Press against the wall to duck for cover. Let the SWAT team waist
their ammo on the wall while you wait. When they go to reload, force
jump from the wall and take out as many as you can with the shotgun. If
the barrel you came across before is still there, you can use it to
take out one or two of the officers. Another one lies behind the two
SWAT members in the small passage they defend. Once the coast is clear,
follow the small entrance in front of you to a hole in the floor. Drop
down.
Follow the path that leads you next to the running water. At the end of
the passage you will come to a fenced area with an officer on the other
side. Wait for him to turn his back and open fire on him through the
fence. Turn to your right and climb up on the table there. An officer
should be firing at you from this position. Quickly jump up to the next
level and take him out. When you turn the corner where he was, there
may still be a few SWAT members on the level below you. Jump down and
disarm them for their precious ammo.
Moving into the next room, you'll notice a lot of large cylinders. At
the moment there are three cops in the room, one at the far end, and
two on the stone platforms to your right. Take out the one at the end
of the room first and then use the cylinders as cover to take out the
remaining cops. Double back to the far end of the room and flip the red
switch that is on the machinery. Once this is done it shuts off a steam
pipe that was blocking your advancement. This action also sends another
squad of cops into the room. Climb up onto the ledge and get the drop
on them with a force dive. Three cops should be ahead of you while one
may have snuck around behind you with a shotgun. Take them out quickly
and move into the next room. There you will find a red ladder leading
up to the next level.
This is the other side of the large room that you had fought your way
into before. The steam that was blocking your advance is still leaking
so you cannot move back into that room. If your health is low you can
take a moment to regain it slowly or jump up onto the walkway above and
pick up a first aid kit. Once you are ready, run to the end of the room
towards the hole to end the level.
Mission: Ice and Corrupt
Again, your mission here is to keep your friends alive. If they die,
you loose. Try to do your best to keep the cops attention on you while
remaining alive in the process. The good part is that the cops are
focusing on Ice and Corrupt so you can sneak up on all of them and take
them out silently with a little neck breaking. Once you have cleared
the room find the large machinery that is in the center. Climb up on
the ledge to the left of the machinery and onto the machinery itself. A
few moments later a cut scene takes place where you find out that the
machinery had some C4 planted on it. It explodes and collapses into a
passage below, taking you along with it.
In this room, apparently the cops in front of you did not just notice
the machinery that just crashed through the ceiling or that you came
with it. Instead of taking them head on, turn right and move down this
side passage. You will find some steps that lead to a ladder. At the
top of the ladder you will find a small room with a first aid kit and
some ammo. Move back down the ladder and take a right. This will bring
you back to the room with the cops in it. You are now behind them and
should be able to get the drop on them. Take out the cop on top of the
cylinder first and then the one on the ground next to him. Turn right
and move into this next small room. Use the shotguns to take out the
three cops there at close range. If your ammo becomes a problem,
quickly disarm them and render them harmless. Follow the small passage
where the two cops were positioned and come to a small room. Take out
this cop quickly as he is equipped with grenades and not afraid to use
them. Climb up the ladder he is next to and be on your way to the next
floor.
At the top of the ladder you are welcomed by the sound of gunfire and
the life bars of both Ice and Corrupt. Take out the small squad of
officers in front of you and circle around the center fixture to the
left. Around the next corner is a place to climb up onto the upper
ledge. Here you will see Ice and Corrupt on a walkway above. Soon after
a large contingent of cops will begin to repel from the ceiling. Circle
around the center machine work and take them out. Be careful not to
fall or the cops will focus their attention on Ice and Corrupt.
Continue clearing the upper ledge until you receive the message from
Sparks to blow out the anchors on the center machine. Equip the shotgun
and go into first person mode. Aim at the three anchors that are
attached to the center machine. There are cops that repel from the
ceiling, ignore them for the time being since they are an endless
supply. Once you have blown the three anchors, the machine will go out
of whack and create a large explosion. The blast will open up a hole in
the wall for your escape. Quickly run and focus jump into opening to
end the level.
Mission: Waterway
Jump down to the service passage below and quickly run up behind the
unsuspecting cop patrolling it. Snap his neck and take his weapon.
Continue down the service passage until you come to a cop who is ready
for you. Run along the wall to throw off his aim and let off a shot
with your shotgun just as you flip off the wall next to him. Turn down
the next passage and climb up the ladder.
This next area leads you across a small bridge. On the opposite side a
small squad of three cops is hiding in the fog of the sewers. Focus
dive at them and fire off two shots with your shotgun. This should take
out the first two cops and have you close enough to take out the
remaining cop with ease. Move forward to a winding stairway that leads
you down. Run down the stairs and make sure not to fall over the edge.
Follow the passage on the bottom.
The next area you come to is a catwalk over a shallow pool of sewage.
Drop the two cops that are on the catwalk on continue forward. As you
reach the opposite end, Sparks will inform you that it is too dark to
continue on. You have to instead pick up the flashlight that fell into
the sewage from the cops you just disposed of. Move back across the
catwalk and take the ladder down to the bottom. The light will be
noticeable at the bottom as it is attached to a MP5 that was dropped by
the cops. Pick it up and it will instantly be attached to all your
weapons. As soon as you pick it up, a group of cops will emerge on the
walkway above. Before they notice you, you may be lucky enough to lob a
grenade up onto the catwalk. This may also prove fatal as the grenade
may bounce off the catwalk and land in your lap. Either way, move
towards the ladder and avoid the grenade that they drop below to stop
you. Once it goes off three cops will repel from the walkway and take
you into their sites. Mop them up with some quick gun work and climb
back up the ladder. If you had previously been able to lob the grenade
onto the catwalk, only one police officer will remain in your path, if
not then you will have to contend with three officers as you get to the
top of the ladder. Quickly knock out the two and force jump to close
the distance with the third. Once you are done, move down the passage
with your new flashlight to light the way.
At the end of this passage you will see a scene that shows some cops
moving into position to ambush some of your compatriots. Follow them
and get the jump on them first. Take a right out of the passage and
stay to the right side of the sewer. Once you see the group at the end,
jump off the upper ledge and do a force dive towards the group of
police officers. With any luck you should be able to take out about
half the group with one single dive. Once you have taken out the cops
that put their sites on you, run to the gate at the end and take out
any cops that are chasing Wurm.
When the coast is clear, pick up any ammo you can and use the available
first aid kit if needed. Return the way you came and continue on past
the passage you had emerged from. While negotiating the sewers, try to
stay to the inside of the turn. The outside does not give you an
appropriate camera angle to see what is around each bend. Eventually
you will come to a roadblock of cops. Along the next section, there are
two cops stationed at every bridge across the sewers. One cop is on the
left while another is on the right. Take out as many as you can with
force dives and wall runs before your focus runs out. While it may seem
tempting to continue pushing forward, retreat and regroup to refill
your status bars as needed. The small walls one either side of the
walkways are perfect cover for this. When you have taken out the cops
on the ledges, you will come across another contingent of cops who are
waiting for your arrival. Force dive with either the MP5 or the shotgun
equipped, and take out the four cops on the lower level. Retreat back
for a second and regain your status bars and reload your weapons.
Continue on when you are ready and take out the two officers who are
perched on both sides of the final bridge. If you took heavy gunfire
there is a first aid kit in the alcove to the left of the final bridge.
Continue down the pipe to the right and focus jump across the gap. In
the split second that the camera angle changes, you will notice four
cops below with a health pack at their feet. Keep this in mind.
Continue down the tube and jump out the end to finish the level.
Mission: Waterway 2
Remembering the group of cops that you just saw, circle around to the
left and down the pipe to their position. A few well place shotgun
blasts should take out the police officers, or at least send them
careening off the side of the platform. Pick up their precious ammo and
the first aid kit if needed. Return to the previous passage via the
pipe you came in through.
Now in another canal system of the sewer, drop down to the lower level
and pick up the M16 you find. Continue on down the path and come across
yet another SWAT ambush. A force dive coupled with a few shotgun blasts
should be enough to take down the group. If there are any still alive
mop them up with some good old-fashioned kung fu.
Once you are done, climb up from the lower level and proceed through
the open door. Follow this tunnel down a long passage and take the
right path at the "T" intersection. This will lead you into another
pipe network that comes out in a room full of SWAT officers. Dispose of
them, making sure not to accidentally fall over the railing and to your
death. If you have a sniper rifle, take aim at the two cops below
before climbing down the ladder. Also take note that if you shoot the
oil drums that they are hiding behind, it may not be enough to kill
them.
At the bottom of the ladder exit the room and line yourself up just to
the right of the plank. In first person mode take out the guard who
stands inside the pipe above you. If you are in the mood for some
dramatics, you can bounce a grenade off the outside wall and fire him
out of the tube like a human rocket. Once he is disposed of, climb up
into the tube and advance to the next section.
This area can be tricky, not because of the difficulty with handling
the guards, but because of the susceptibility of falling to your death.
If you have a sniper rifle, take out the two opposing guards who stand
on the small overhang across from the pipe. If not a few shotgun blasts
should be enough to take them down. As you exit the pipe an energetic
police officer will advance on you with a shotgun. Take him out with
the sniper rifle or small arms fire. To cross the small ledge, just
walk towards it and your character will automatically slide along the
edge. A cop will open fire on you while you cross it, but it is only
handgun fire and it should do little more then take away 10% of your
health. Take him out with the sniper rifle when you get to the other
side, or perform a dangerous focus dive across the pipe with a weapon
of your choice.
This is where things can get messy. While the in game tip for crossing
pipes says to just jump up under a pipe to attach to it, Ghost
apparently doesn't agree with that idea. Instead you need to take a
running jump off the ledge and hope that Ghost decides to grab onto the
pipe before sending you to your grave. Cross the pipe and drop down to
the open passage beneath you. Cross through the crumbling tunnel (don't
worry, it wont break), and wreak havoc on the two cops that await you
on the other side. Turn around and take the ladder on the other end to
a passage above you. Follow this passage with guns ready and do some
nifty wall runs to take out any adversaries you come across. Also be
careful of reinforcements coming up behind you. Jump through the pipe
at the end and lower yourself down.
Mission: Breathing Room
The next area leads you to a collection of rooms. Take the only
available doorway and be met by a surprise. The police have set up
charges that have blown your escape route and they have also snuck up
behind you for an ambush. As soon as the explosion occurs, go into
focus and dive to your right. With luck, you should be able to take out
two officers before you settle on the ground. Get up and Open fire on
the SWAT unit across from you. Another police officer should be coming
up behind you near where the explosion happened. Take him out and
proceed through the open room. Two SWAT units line this room on the
opposite sides of metal fences. You have two options; take them out
with your guns, or dive into the manhole in the center of the room.
This next section of pipes leads you to yet another sewer tunnel. Load
up the shotgun and be ready for a big battle. Your target here is a
SWAT officer who is equipped with grenades. As you enter the tunnel he
will step out from the right side of a stone pillar in front of you.
Take him out with a focus dive and land on the opposite side of the
pillar. Knock out the swat officers that were covering him and circle
back around the pillar. There are three officers remaining and a few
oil barrels to help you get the job done. Be careful of the sniper in
the fenced off room to the rear of the other police officers. When you
are done, pick up the sniper rifle and the health pack if you need it.
Continue up the stairs and into the next area of the sewers.
At the top of the stairs you will hear the SWAT team preparing for your
arrival. Pop you head up at the top of the stairs and let them open
fire on you. Quickly run back into the stairway and ready yourself with
the first person view. As the cops approach at the top of the stairs,
take them out one at a time. When you have taken out the two or three
who took the bait, continue through the next passage. You'll come under
fire from a sniper down the way. Push forward and keep him pinned down
with machine gun fire. Once you are close enough you can disarm him and
gain some more precious sniper rifle ammo. At the end of this path two
police officers will try to get the jump on you. Take them out quickly
with two easy shotgun blasts to the chest and move through the passage
to the right.
This next passage is similar in appearance as the last one. Have a
grenade ready and lob it at the SWAT team that repels from the ceiling.
Use the focus in conjunction with the throw to improve your aim. If the
grenade misses or you prefer another option, advance on them with a
shotgun and take them out at close range. After that you again have two
options. There are two cops down the end of the passage that have you
out flanked. You can either get to an angle where you can take them out
with the sniper rifle, one at a time, or you can climb up onto the duct
work and get the drop on them from above. Either way, proceed into the
next room with caution. As you round the next corner you are fired upon
by a group of SWAT below you. Force dive into the center of the group
and take as many out as possible. Mop up the rest and pick up the first
aid kit if you need it. Climb up onto the machinery at the far end of
the room and continue onward.
At the next bridge, force dive down the corridor to your left. There
are four officers waiting for you there with guns ready. Lay waste to
them and climb through the two holes in the floor to exit to the next
level.
Mission: Malachi and Bane
You start this level at the end of a drainage pipe that leads into a
large room. Before running over the red walkway in front of you, take
out the sniper rifle and take a head count in the room. There are two
cops below you and a sniper just above you to the right. First take out
one of the cops below you, and then take out the sniper across the way.
Finally focus your aim on the final cop before crossing the bridge.
Climb the ladder and run over to the fallen sniper if you need the
ammo. Turn around and run back to the opposite side of the piping and
follow the ledge along the perimeter of the room. Around the next
corner you will come in close to a SWAT team sniper. Take him out
before he can pump you full of metal. Quickly set your focus on a
sniper on the far end of the room. Take him down before jumping onto
the pipe that goes across the room.
As you are traversing the pipe, two cops will come along the platform
below you. Quickly equip the sniper rifle and go into first person
mode. This will hang your character upside down on the pipe and allow
you to take out the cops before they notice you. When they are down for
the count, drop down to the platform on the end. Take the ladder down
to the lower level. You can double back to the first section of the
lower floor and collect any ammo that you feel you need. You will need
to contend with two more police officers, but they are no problem when
you equip the sniper rifle.
Continue back to the far end of the room and drop down into the canal.
Run up into the blocked off drainage pipe to get some M16 ammo.
Continue along the lower level and force jump up onto the large open
pipe in the middle of the room. Follow this pipe and drop down into
another section of the sewers below.
Before you take a step out of this small room, make sure your focus and
health meters are 100%. When your ready advance into the room with your
weapon of choice. This section is set up a little differently than the
previous sections. The passage is lined with pillars that not only
block your view, but also provide cover for the SWAT team hiding behind
them. Storm into the room and force dive at the first cop you see.
Before you land on the ground at the end of your jump, you should
already have another officer in your field of vision to attack. Keep
sweeping this small room to clear it before advancing down the next
corridor.
At this time, if you have any grenades, use them on the officers that
are hiding in the small alcoves of the next passage. If not, advance on
them and take out the two cops that are grouped together first. Before
he has a chance to fully react, take out the last cop in the corridor
and move on. You'll come to yet another small room that resembles the
one you just had a shoot out in. Take a quick left and force dive at
the first cop you see. There should be three officers lined up in a
row. Take down the first two quickly and be careful of the last. The
final officer in the room has a sniper rifle. Take him head on or use
the pillars as cover so you can get in close. Once he is down, advance
through the next section of piping to your next level.
Mission: Malachi and Bane 2
This mission starts with the sound of sniper fire. Quickly climb up the
ladder to your left and equip the sniper rifle. At the top, take out
the sniper at close range and then set your aim on the one across the
way. Quickly go into first person view with the sniper rifle and take
out the two cops that are attacking Malachi on the bridge. Once these
cops are down, the real battle starts. You now have to protect Malachi,
Bane, and Ballard on the center walkway from the advancement of the
SWAT team. There are three points to focus on. The far right piping,
the boxes to the left end of the walkway, and the bridge that leads to
the north wall near the center of the walkway. Sweep these three areas
and take out any cops you can with the sniper rifle. Use your focus
ability to slow down the action and improve your aim. Remember that if
one of the rebels dies on the walkway, the mission starts over.
Once you have cleared the room, an Agent will appear and send you
running. Unfortunately for you he corners you in a dead end.
Fortunately for you the key maker opens up a secret door in the wall
and helps you escape.
- The Chateau -
Mission: The Great Hall
Cut Scene, move to next chapter
Mission: Shadows
Run to the far end of the hall, chasing the vampire (yes vampire) that
is running away. Continue on into the next hallway and watch the cut
scene. Next level...
Mission: The Attic
After the cut scene, move out of the room you start in, into a larger
section of the attic. Three vampires will drop from the ceiling. Handle
them the same way you would handle a normal goon, just know that you
cannot defeat them until you manage to stab them with the wooden stake.
The attack with the wooden stake will be automatic once you have dished
out enough damage. After you have dealt with the three vampires, Vlad
will emerge from the previous room. Remember your battle with the Agent
on the airplane. Vlad is just as tricky and just as tough. Use a
combination of kicks, punches and throws, all in conjunction with the
focus button. Wall kicks are a particularly useful against Vlad. After
awhile, he will run away to lick his wounds.
Once you are done here, exit through the double doors into a series of
secret passages in the chateau. Take on any vampires that you encounter
and push forward until you get to an open doorway at the end.
Mission: Persephone's Bedroom
Follow the objective arrow through the door on the left in Persephone's
Bedroom. Run to the back of this closet and stock up on some weapons
and health. Once you are ready, return to the main bedroom and prepare
for a fight. Once you reemerge from the closet, you will find that Vlad
and two vampires are waiting for you. Retreat backwards towards the bed
in the room so as to ensure that only the vampires come after you. Vlad
should not start to attack until you come within a certain distance of
him. Mop the floors with the vampires and move on to Vlad.
Vlad is relatively easy to handle now that he has a life bar and
already know what to expect from him. Leg sweeps work extra well on
Vlad, and wall kicks are not to bad either. Whittle away at his health
and continue to throw everything you got at him. Eventually you will
have him staggering and ready for the final blow. Once you have plunged
the stake into his chest, exit Persephone's bedroom into a large
hallway. Follow the hallway to the final double doors at the end. In
this next hall, take the elevator to exit the level.
Mission: Merovingian's Office
Run down the stairs and through the open doorway. In the next room a
lonely vampire will come crashing through the door, eager to play with
you. Show him your "You're dead now" trick and enter Merovingian's
office. Pick up the phone and talk to Sparks. Niobe will automatically
pick up the old fashioned crossbow from the table as well. When you are
done talking to Sparks another vampire will burst into the room looking
for some actions. Guess these guys don't know how to knock. Conserve
the crossbow for an up coming boss battle. Remove the vampire from the
equation and through the previously locked door he opened.
In the next room a vampire who feels that kicking a door in is an
acceptable way of opening them once again greets you. *On a side note,
The Merovingian must spend a small fortune each week just replaces
broken doors and locks in his chateau* Anyway, silliness aside, show
this one who's boss and move on down the hall. The next room you enter
is an older style theatre. Since no movie is currently playing, go up
to search the projector to see what is wrong. Just as you go to search
the projector the projection engineer shows himself from behind the
movie screen. Show him your distaste for a movie theatre without a
movie. Just as you put the projection engineer out of his misery, the
usher comes in to check everyone for their ticket stubs. Seeing how you
broke into the movie illegally, he feels that the best punishment in
order is death. Try reasoning with him, and if that doesn't work, show
him what the after life must be like. Enter the doors that they had
left open and exit through the backdoor to exit the level.
*Sorry, I got bored of saying "take them out" or "take them down" so I
decided to have fun with this last paragraph. Moving along...*
Mission: Garage Hallway
This level starts with a vampire taunting you. Quickly run up behind
him and stab him through his back to shut him up. His friend will then
emerge, not so pleased with your action. Give him a similar butt
kicking and exit through the last door on the right to end this quick
mission.
Mission: Return to the Great Hall
This is perhaps the most pointless "level" in the entire game. Simply
take three steps and enter the open door in front of you to exit the
level. If somehow you got lost on the way, Sparks will give you the
brilliant advice "Try the open door." Don't hurt yourself on this one
kids, its a roller coaster.
Mission: The Dungeon
After an "interesting" encounter with Persephone, you will find
yourself in the Dungeon of the chateau. This level bares a stark
resemblance to what I would image Martha Stewart's basement would look
like. Follow the path open to you until you reach an old wine cellar.
The gate that comes crashing down behind you does well to letting you
know that you are expected. Two vampires will emerge from the far end
of the cellar and try to stop your progress. Remind them why you are
called "The biggest, most badest, MOFO on the planet." Well, they don't
call you that yet, but give them a beating so bad that they will start
to. Once these drones are dealt with, take a second to refill your
focus and life bar before jumping down into the pit of the next room.
This next room is where The Merovingian puts on his doll shows. Either
that or he hosts his fights to the death. It is one of those, I forget.
From the looks of your opponent in the center of the pit, it would
appear that the doll show theory is out. The name of your new friend is
Cujo. Just like the dog that liked the taste of human flesh, this Cujo
is equally evil. Take an all out approach to this one. Throw on your
focus and don't stop attacking. Cujo has better strength and speed then
just about any opponent you've faced so far (expect of course if you
avoided my advice and took on an Agent early on in the game). Just
continue to be relentless and don't stop even if your focus meter gives
out. Eventually Cujo will perform a counter attack that won't hurt you
but it will give him enough time to gain the high ground. After Cujo
has performed this move, he will jump up onto the upper edge of the pit
and fire at you with a shotgun. Avoid his aim by moving closer to the
edge of the pit he is closest to.
Cujo will now sick his dogs on you. Not literally, but you will have to
fight three regular goons before Cujo will hop back into the fray.
Remember to keep your back to the wall nearest to Cujo. If you venture
out into the middle of the pit he will fire at you with the shotgun.
Let the three vampires come to you and dispose of them quickly. Once
Cujo jumps back down into the pit, continue your relentless assault on
him. Eventually you will drain his life away to zero. Just like any
other vampire though, Cujo must be taken out with a steak to the heart.
You can use the crossbow to aid in the process or you can perform a
simple leg sweep to set you up for the dead. Once he is done for, climb
out of the pit and exit through the hole he entered from.
Mission: Cain and Abel
While you are not the typical "Knight in Shining Armor" you are just
about to save the damsel in distress. Follow the dungeon tunnels until
you come to a cut scene. Open the door and pick up Niobe. Now is the
time to get her out of there. Make a break for it.
As you exit the torture room, you come across Cain and Abel. They
apparently don't like that you are taking their prisoner away. Convince
them to let the both of you go. The problem is that both Cain and Abel
do not appear to be staying down for the count. Sparks suggest that you
knock them into the prisoner's cells. Take his advice and knock each of
them into the bars of a prisoner's cell. The prisoners will then grab
their captors and hold them while you make a break for it. Before long,
Ghost throws down a grenade to keep them from chasing after you. After
the cut scene with the key maker, you head into the garage and right
into trouble.
Mission: Twins In Pursuit
This one is pretty straightforward. Your goal here is to make your
escape with the Twins in pursuit. Unlike the first driving mission, the
area you are driving through is small and congested. Keep your foot on
the gas and use Ghost's support to keep the Twins off your back. Once
you come to another section of the highway that shows off daylight,
your almost home free. Be prepared to make a quick turn or a even a U
turn in order to follow the objective arrow to your exit.
- The Highway -
Mission: Chase Morpheus
This mission is a little easier then the previous one. You now have
more room to manuever and a better idea of what is on the road ahead.
Agents will nag you during this mission, but nothing to serious that it
will slow you down. Use Ghosts support as needed to keep people of your
tail or to take on cop cars that you pull up next too. Keep driving at
full speed until a cut scene plays where the agents give up their
pursuit. Continue moving forward until the level ends
Mission: The Truck
This mission is practically identical to the last. The only difference
is that there are no agents but far more police cars. Continue using
Ghost when he is needed, and just keep your foot on the accelerator.
Eventually you will catch up with the truck and end the level.
- The Power Plant -
Mission: Reactor Foundation
Descend from the air duct and make your way down to the end of the long
access hallway. Take on four of your garden variety security guards in
the next room before moving on into the next tunnel. As you reach the
ledge that overlooks the next area, peak around the corner to spot a
few security guards lying in wait. Focus jump from your perch, down to
the ground in order to get the jump on the security officers. They are
spread out among these pillars so use the pillars for cover as you move
in and dispose of the whoever you find. Once you are done, climb the
ladders and the next section of wire framing till you reach an upper
level of the construction.
When you come to another set of wire framing, a guard will be lying in
wait, just to the left of the make shift ladder. Quickly run up to him
and take him out before he can get the jump on you. Once he is dealt
with, climb the wire framing to the top of the construction. A sniper
will have you pinned down in the next section. Keep your back against
the wooden wall until Ghost is able to turn off the light that is
shining on your position. Once the light is out, creep across the small
ledge and climb up the last section of wire framing. From this vantage
point, make a running focus jump over the gap to your right. A cut
scene will play with Niobe disposing of the sniper.
After the cut scene, Niobe will be on the bottom floor of the
construction site. A large number of SWAT and security guards will
infiltrate this area. Use the pillars and walls as cover so you can get
in closer to perform the kills. Acquire as much ammo as you can. Follow
the objective arrow until you come to a ladder. Clear out the area
around the base of the ladder so that you do not have to worry about
getting shot at as you climb up the ladder. At the top, turn around and
make your way across the wooden bridges to the opposite side of the
construction site. Continue following your objective arrow to an area
below, at the rear of the construction site. Follow this passage you
find to exit the level.
Mission:
This next area is littered with SWAT lying in wait for you. The best
way to conserve ammo through this section is to get in close and
perform a focus throw with a weapon equipped. If done correctly, Niobe
should throw the attacker to the ground and kill them with only the use
of one to three bullets depending on the gun. Clear this area and climb
up the ladder at the end. In this next section, an enemy sniper has his
sight set on you again. Since Ghost is not around to help you this
time, you have to dodge the sniper fire. Use the stacks of lumber to
give you support. Focus jump or dodge your way from one lumber pile to
another to make your way through this section.
This next area is also covered by a group of snipers. Just keep running
through this section and take out the guards at the end before moving
along into the next gauntlet. At the end of this tunnel, you will
reemerge into yet another maze like section. SWAT has swarmed this area
and will hide in many places, waiting for you. Move around the lower
level and use the concrete slabs as cover. Again, a focus throw with a
gun equipped should be a quick way to get rid of any pesky SWAT units.
Once you are done clearing the area, climb the black ladder near the
rear of the site. Kill the officer who fires on you as you get to the
top of the ladder. Continue climbing until you get to a small wooden
bridge. Cross this bridge and jump over to the next area to exit the
level.
Mission: Nuclear Shipping
You start this level in the security office of the shipping dock.
Easily take care of the two unarmed security guards, and exit into the
main docking area. Run around the left side (your right) of the
security office and come up behind the SWAT sniper on the roof of the
truck. Take him out with some focus and a high powered machine gun.
Climb up onto the truck and retrieve his sniper rifle. Take out any
more SWAT you see at long range with the sniper rifle.
Once you feel the area is secure, move in and head towards the doors
near the rear of the dock area. Through these doors you face two
choices; speed or kill count. You can easily make it through this room
by performing a few focus dives and a few quick weapon disarms. If that
is not your style, take is slow and use the cylinders for cover. The
sniper rifle is a bonus here, but it may prove to be hard to use in
close quarter combat. Either way your target is the silver door at the
far end of the room. Through there you move on to the next level.
Mission: Transformer Field
At the start of this mission, equip the UMP. It has a decent size
magazine, you should have a good supply of ammo for it, and there is a
whole lot more where that came from. Exiting the door at the end of the
hallway leads you into the main transformer conduit. This area is a
section that collects most of the power that is directed through the
transformer fields. Do a few focus dives to take out the three guards
here. When the area is cleared, follow the incline up to the top of the
tower. There you will find a handy weapon that will help you later on
in the power plant. Now that you have this smoke grenade launcher,
another SWAT unit will be right on your heels. They will emerge from a
large docking door near where you entered the transformer field. There
are only three of them so dispose of them as you wish. Continue on and
follow the pointer to your next objective. You should come across three
SWAT units within the next section. They are not too hard to take down,
just keep on them and continue firing. Once you have reached the end of
this large passage, the stage will be over
Mission: Transformer Field 2
This mission is either the most boring or the most action packed
depending on how you look at it. I personally feel that it is
repetitive and drawn out. But hey, I'm here to give you strategy and
not my opinion (right?).
Instead of giving you an in depth walkthrough for this section I'll
give you some advice.
-Keep your weapons ready and reloaded at all times
-Always use focus when taking a corner
-Expect to be ambushed everywhere
-Whenever a path branches off from the objective arrow, it normally
leads to a police officer and a health pick up
-Retreat backwards and not forwards. If you continue moving forward
with cops in tow, you will only pull them into more cops
-Always regain your life and force meter after taking out a SWAT unit
-Remember how import disarms can be
Mission: Generator Turbine
At the onset of this level, you start perched high above the concrete
floor below. Across the large room you will see a building that houses
the main control room for the nuclear power plant. Immediately below
you, you may notice a SWAT sniper radioing that he has not seen you.
Equip the gas grenade gun and walk to the edge of the pipe in front of
you. In first person mode, aim at the main control room with the three
SWAT units stationed within. Fire off a round of the grenade launcher
to silence all of the SWAT team units in the room. Quickly equip a
handgun or a machine gun and take out the sniper below you who is now
alerted of your presence.
Once the coast is clear, make your way to the floor of the room and
enter the bottom level of the control room building. Two more SWAT
units are in the first control room on the bottom floor. Dispose of
them and make your way up to the second floor to trigger a cut scene.
Exit the control building, back into the larger room outside. Follow
the objective arrow through the following hallways to the exit of the
level.
Mission: Generator Turbine 2
After enter the next section of tunnels, you will come to one long
tunnel that is flanked by small control rooms. The length of this
hallway holds three groups of three SWAT units. Each SWAT team hides
near or in the control room of each section. Make sure to focus your
attacks at the units inside the control rooms first as they are harder
to take on and will give you more trouble. Once each group is dealt
with, hold back and refill your status bars before moving on. When this
tunnel is clear, exit through the final door on the left.
Take this next hallway into the lower passages of generator one. Follow
these passages, and climb the two ladders on the other side to reach
the top of the generator. At the top, set the charges to stop the
generator. Once the fuse blows, two SWAT officers will drop from the
ceiling and open fire on you. Focus dive back to the catwalk below your
position. Use the strafe and focus button in conjunction to help you
dodge the attacks of the officers. Remove the threat before moving on
to the second generator.
As you enter the containment room for generator two, two SWAT units
will ambush you. Stop the officers dead in their tracks. Continue on
the catwalks to generator room three. Here you will find a single SWAT
officer in the central area. Take him out and climb down to his
position. This will then set off an ambush. One officer will come at
you from the catwalk you just climbed down from, and another two will
lower from the ceiling in front of you. Neutralize all appropriate
threats and make your way to generator room 4.
This area is riddled with walkways and stairs. Find your way through
the maze and take on the two SWAT units you come across. Exit through
this door once the room is cleared to exit the level. Now in generator
room five, make your way up the stairs to the upper catwalk. Remove the
single SWAT unit guarding the walkway. Just like in a previous room,
when you make your way down to the central platform, a group of SWAT
will ambush you. You can avoid this ambush, and the SWAT, by simply
performing a force jump over the section and down the ladder on the
end. Make your way to the bottom floor and through the door to exit the
level.
Mission: Core Control
This level can be a very long and very arduous one if you do not have
the proper equipment. Assuming that you have a sniper rifle, this
section should be a lot easier. This level will take you from the
catwalks that circle around the reactor room, and eventually the
catwalks that circle the main reactor tower. Make sure to keep your
focus bar full, and to keep your feet on the catwalk. A fall from the
walkway will certainly be fatal.
If you have a sniper rifle, target the first unsuspecting guard on the
catwalk across from you. With him silenced, continue down the walkway
to your right. After not too long, a single guard will come at you,
running up the walkway. Dispose of him quickly and focus your attention
on the officer on the central walkway system. Use the sniper rifle and
the use of focus to take out your attackers as necessary. Further down
the walkway, two guards will emerge from the door on your right. A
focus dive and a few well-placed shots will remove the threat.
Continue on through the rest of this section, manually targeting the
units in the center of the reactor. The rest of this section should be
easy as you progress forward. Once you have cleared a small section,
regain your status bars and move on. Once you have reached the central
walkways, you should have already cleared out most of the threats that
were there. Make your way to the top of the central walkway to exit the
level.
Mission: Agent Escape
Don't worry, this level isn't as hard as it sounds. First off, the
level is small. Secondly, Sparks has injected Niobe with adrenaline.
This will allow you infinite focus for the length of the level. Use it
and don't be afraid of loosing it.
The level starts with an Agent firing at you from above. Quickly duck
into the air duct and make your way to the end. Fall through the grate
at the end and fall to the floor below. You will now be surrounded by
five SWAT units. Use the unlimited focus you have to destroy them with
little struggle. Once the group is down, make your way to the end of
the passage. Half way down the hallway, an Agent will come up behind
you. Continue moving forward and jump into the lift.
Follow this lift to the next level above you. Move towards the door to
access the next section. A pair of guards flank the room from security
booths above. Ignore them and focus run to the end of the room. Make
your way to the window at the end to exit the level. That infinite
focus really didn't seem necessary now did it?
- Tea House -
Mission: Tea House
Time yet again for another one on one fight. Your opponent here is The
Oracle's guardian, Seraph. He has challenged you to a fight to "test
your resolve", as he puts it. Handle this fight in the same way that
you handled the fight with The Agent and Cujo. Use your focus button
and do not let up with your attacks. Make sure to conserve focus power
when you manage to knock Seraph to the ground. This is an all out
battle so do not hesitate to deplete your focus meter entirely. Once
you have depleted the focus meter, dance around Seraph by using the
counter button. You should be able to spin away from most of Seraph's
attacks long enough for you to regain your focus meter.
The counter button is your friend in this fight. If you have been
practicing your timing then you should be able to counter every throw
and a few regular attacks he throws at you. Not only will this save you
some focus points, but it will also make you feel really cool in the
process. For an added challenge, try to finish this fight with only
using counters. It is tough but doable. Once you have depleted Ghost's
life meter to below 25% he will stop the fight. Just like Ballard said
when he fought Seraph earlier in the game "You just stopped because you
were about to get your ass whooped"
An interesting note here is that if you happen to loose to Seraph in
your fight, the story will actually skip ahead to the final chapter. In
the process, you will skip the next chapter that involves a midnight
stroll through china town with a few hundred Agent Smith clones in tow.
I suggest that you reset the game and challenge Seraph again until you
are able to defeat him. The choice is yours, but on your first play
through you should experience the entire story of the game.
- Skyscraper -
Mission: Vertigo
Time to put on your running shoes. After the last cut scene, you find
yourself inside a skyscraper that is under construction. An interesting
twist in the story has you being pursued by a gaggle of Agent Smith
clones. While you may be feeling a little confident about fighting an
Agent after your last encounter, do not get any ideas here. Agents are
tough, but Smith is tougher. Next to all of your weapon disarms will be
countered, and most of your attacks will be blocked or dodged. Smith
also has the regular habit of an Agent to carry a high caliber handgun
in his breast pocket. For most of the next few levels, you will be
dodging and receiving gunfire from this delightful weapon. Just
remember these words of advice " Run, Run, Run, Run, Run, Jump, Run,
Dodge, Run, Run, Side Step, and Climb." If for whatever reason you feel
that the words "shoot" or "firearm" should be used to describe your
actions, then you have obviously adopted the wrong strategy for this
level. There are dozens upon dozens of Smith coming after you, and if
you are lucky you can take out two or three. So just heed my advice and
get moving.
This level starts you in front of an elevator inside a skyscraper.
Quickly turn to your left and make your way through the construction.
Seconds later an Agent Smith will emerge from the elevator and open
fire on you. Ignore him and move further through the construction. In
front of you, you will see an opening in the hallway, make your way for
this opening. As you approach it a Smith will break through the wall.
Once again, ignore him and continue moving forward. In this section you
have to climb up on the piles of lumber and jump into the next room.
Navigate your way around the framework and into the next room.
At the next corner, make a left and you will be met with a Smith
closing on you. Instead of taking him head on, focus dive through the
window next to you and enter the door. At the top of this flight of
stairs, you can take a moment to catch your breath and refill your
status meters. Once you are ready, move out onto the outer scaffolding
surrounding the building. Run down the scaffolding and around the next
corner. Ignore the Smith that opens fire on you from inside the next
room (I hope that this is becoming a habit for you). Follow the
scaffolding around the perimeter of this room and onto the next
section.
At the next corner you will see a wooden sign that reads "Caution."
Instead of making a right here, run at the sign and focus jump through
it. Hold the focus button down the entire time in order to make it to
the next section of scaffolding. This will save you some time and just
look cool in the process. Further ahead a Smith will fall from above
you and collapse the plank you are on. Now on the scaffolding below
you, quickly jump into the room to your right and through the window on
the other side. Traverse this next section of turns and down the next
slope. From here on out, you just have to keep following the
scaffolding and avoiding any contact with the Smiths. Be careful not to
get into hand-to-hand combat here as it can lead to you getting knocked
off the side of your building and to your death. Once you have
completed this obstacle course you will come to the end of an upward
slope and make an automatic jump into the office in front of you.
Inside a Smith will open fire on you from a neighboring room. Break
through the two large doors in front of you and to the opposite end of
the meeting room. As you run, Smith will fire at you through the sheet
rock walls. Continue dodging his bullets. Eventually Smith will make
his way to the far end of the room and barge through the wall. Run at
him and focus dodge past him. Hurry and dash to the elevator behind him
in the next room to finish the level.
- China Town -
Mission: Smiths Trap
You now find yourself in China Town (to Sparks surprise). Unfortunately
you are far from being out of the woods. Run through the door in front
of you. In this room you will find a group of women using sewing
machines. Ignore them since a Smith will emerge shortly from the room
you just came from. Follow the objective arrow down the stairs on onto
the street below. Take a quick right, avoiding the Smiths down the
street to your left. Follow this next section of alleys until you come
to an intersection. While the arrow tells you to go straight, take a
left at Wo Ping Avenue to avoid having to backtrack and be cornered by
a Smith. Move through this next section of streets with hopefully few
encounters from any Smiths. Following the objective arrow, you will
eventually come to a white door. Run through it and on to the alley in
front of you.
At the next corner you will see a wooden sign that reads "Caution."
Instead of making a right here, run at the sign and focus jump through
it. Hold the focus button down the entire time in order to make it to
the next section of scaffolding. This will save you some time and just
look cool in the process. Further ahead a Smith will fall from above
you and collapse the plank you are on. Now on the scaffolding below
you, quickly jump into the room to your right and through the window on
the other side. Traverse this next section of turns and down the next
slope. From here on out, you just have to keep following the
scaffolding and avoiding any contact with the Smiths. Be careful not to
get into hand-to-hand combat here as it can lead to you getting knocked
off the side of your building and to your death. Once you have
completed this obstacle course you will come to the end of an upward
slope and make an automatic jump into the office in front of you.
Inside a Smith will open fire on you from a neighboring room. Break
through the two large doors in front of you and to the opposite end of
the meeting room. As you run, Smith will fire at you through the sheet
rock walls. Continue dodging his bullets. Eventually Smith will make
his way to the far end of the room and barge through the wall. Run at
him and focus dodge past him. Hurry and dash to the elevator behind him
in the next room to finish the level.
- China Town -
Mission: Smiths Trap
You now find yourself in China Town (to Sparks surprise). Unfortunately
you are far from being out of the woods. Run through the door in front
of you. In this room you will find a group of women using sewing
machines. Ignore them since a Smith will emerge shortly from the room
you just came from. Follow the objective arrow down the stairs on onto
the street below. Take a quick right, avoiding the Smiths down the
street to your left. Follow this next section of alleys until you come
to an intersection. While the arrow tells you to go straight, take a
left at Wo Ping Avenue to avoid having to backtrack and be cornered by
a Smith. Move through this next section of streets with hopefully few
encounters from any Smiths. Following the objective arrow, you will
eventually come to a white door. Run through it and on to the alley in
front of you.
At the end of this street you will see the truck, where you started the
level out on top of, to your right. If you had decided to have just
turned right at the start of the level, you would have avoided all this
running. Either way, turn left at this T intersection and to the end of
the street. Run up the fire escape to the building on the left side of
the dead end. Burst through the doors in the room above to exit to the
next level.
Mission: Hard Line Pursuit
Run down the stairs in front of you. When you come to the first turn,
you can make the turn or fall down the hole in the floor to the ground
level. You will take some damage in the fall, but avoid a Smith. Make
your choice and kick the door in to get to the street. Make a right out
of the building and then a quick left on the street ahead. Avoid the
cop and run down the long street in front of you. You will encounter
another cop around a small curve in the road. Use your focus to deliver
a quick punch kick combo and leave him on the ground long enough for
you to make your getaway.
This next corner leads to some bad news. The hard line that you were
running to has just been blown sky high in front of you. Advance down
the street towards the SWAT team set up in front of you. Do not bother
with shooting at the cops. Keep running at them and eventually their
SWAT vehicle will explode behind them, killing them in the process.
Pick up the first aid kit if you were caught in the blast and climb up
the ladder next to the vehicle. At the top of this ladder you will find
a grenade launcher on the roof. It can be used to slow down Smith, but
it won't keep him down for good. Run to the end of the roof and focus
jump past the Smith who climbs up to greet you. Hit the street running
and make your way to the end.
Take a left and keep running forward to avoid the Smith on the roof to
your left. At the end of the alley, make a slight right hand turn and
run down the side of the canal. Do not turn to face the Smith behind
you. If you do happen to get into a fight and get knocked into the
water, it will be lights out. Run to the end of the building to your
right and focus jump on to the top of the boxes that are next to the
fence. Run through this next section, Smith free, to exit to the next
level.
Mission: The Virus Spreads
You are almost home free. Keep your chin up, and your feet moving. Run
up the flight of stairs to the butchery on the second floor. Run
towards the elderly couple and the door behind them. Just as you are
about to run past them, go into to focus and run to the end of the
room. This should let you run right under the Smith who comes crashing
down from the sky roof above. Exit the door and make a right. Run
across the rooftop and focus jump off the end. Make sure to land on dry
ground. Keep running and jump over the short wall in front of you. Take
this next street to its far end. Run down the small alley to your left
and take another left when you come to the waterfront.
Follow the canal until you come to an open door to your left. Run in
and take the exit on the opposite end of this room. Follow the
objective arrow to the street in front of you. Take a right when you
get to the street and avoid the Smith to your left. If you have some
spare ammo you want to use, run down the street backwards and fire at
Smith to keep him busy while you make your get away. At the end of this
street, take the door on the left to exit the level.
Mission: The Church
Your last sanctuary could not come from a more welcoming place. You
have one more group of rooftops to cross before you can get to the hard
line and jack out. Start the level by running up the stairs. Climb this
series of stairwells, making sure to stay one step ahead of the Smith
who is coming up behind you. At the top, run to the far wall and take a
left, make another quick left and around the corner. Climb this last
set of stairs to the roof. Make a quick right and then focus jump to
the rooftop ahead of you. Run around the left side of the building and
focus jump again to the next rooftop. Take either side of this rooftop
and then focus jump from the top of this rooftop, down onto the next
one. If you have some focus to waste, use it and take the time to
notice all the Smiths swarming around you from the sides. Keep pushing
forward and traverse the small rooms that line the next two rooftops.
Jump across the small plank and burst through the red door at the end.
Run through the next room and make your way up the stairway at the end.
If you happen to run down this flight of stairs, you'll be met with two
unhappy Agent Smiths. At the top of the stairs, run across the rooftop
and do not stop to let your pursuers to catch up. Run to the end and up
the stairs to end the level. Watch the cut scene and catch your breath,
you just survived another day in The Matrix.
Mission: Tunnels of the Real
This level is simple and straightforward. The pipes that are inside
these tunnels are mostly window dressing. You can barrel through them
with little to no loss of life or speed. Your main concern in this
level is the sentinels and making sure that you keep moving forward.
Niobe has the controls of the guns and the ship for this mission. Keep
moving forward and subdue any sentinels that get in your way. If a
sentinel happens to attach to your hull, slam into a pipe or the outer
wall of the tunnel to scrape them off your ship. This level is quickly
over, taking no more then three minutes to finish.
Mission: The Rabbit Hole
Just like the previous mission, this level is simple and
straightforward. This time though, the tunnels are smaller and more
diverse. Keep the Logos at full speed and outrun many of the sentinels
on your tail. After a few minutes, a sentinel-tracking bomb will be
fired at your ship. Your goal here is to outrun the bomb before it can
latch on and detonate on your hull. Barrel through the tunnels at top
speed to spread the distance between you and the bomb before it can
explode. The game ends with a cut scene depicting the Logos, alone and
stranded in the tunnels of the real.
=======================================================================
HACKING
=======================================================================
Unlocking Hacking Game
To unlock the Hacking mini game in Enter the Matrix, simply
start a new game from the main menu. Once you have finally
entered the gaming world, you can quit back to the main
screen. Back at the main screen you will find the hacking
menu now sits below Options on the main menu. Select the
Hacking option and then select which save file you wish to
hack.
Quick Dos prompt Tutorial
This is just a quick run down of how to access and use the
menu in the hacking game. Seeing how the hacking OS
(Operating System) is very similar to DOS, you do not have
the use of a mouse or easily accessible on screen menus.
Instead you must enter keyboard commands at the prompt
screen in order access the different menus and folders.
When you are in the hacking system, you will first see the
command (A:\>) followed by a blinking indicator. This
indicator shows you that you may now enter commands into the
prompt. From this point on you may now enter different
commands in order to delve farther into the hacking system.
*Note that the commands inside the () are the commands you
enter.
As an example you could enter: A:\> (Dir B:). This would
then open up the directory for the "B" drive. If you are
just starting the hacking game you will find that the B
drive is locked for the moment. More on how to unlock the
"B" drive in the walkthrough.
Instead of searching the "B" drive, lets search the "A"
drive. To do so, type in A:\> (Dir A:). Since Directory A is
open, you will see that the folders "System", "Tools", and
"Text" are in the "A" drive. To access one of these folders
you can enter the command: A:\> (Dir A:\ ). So
if you wanted to look inside the System folder, you would
have to enter the command: A:\ (Dir A:\system). Note that
once you have opened a directory, you can access it with the
use of the (DIR) command on the menu screen. This is much
easier than enter the command every time you want to revisit
a folder.
Finally if you want to run a program, you must simply enter
A:\> (). So if you want to run the "Cheat"
program you will have to enter the command: A:> (Cheat.exe).
This will now download the cheat program to your menu. If
you want to enter a cheat you can now either choose the
"Cheat" command from the menu or enter the command: A:\>
(Cheat ).
What is the Point?
The purpose of the hacking game is not only to entertain,
but also to allow the user to hack the matrix and change the
in game experience. You can unlock new features for use in
the game, make your system play simplistic "Beeping" songs,
or even have conversations with Trinity. Just have fun, and
keep digging deeper into the rabbit hole.
=======================================================================
==========
COMMAND PROMPTS
============================================================
=====================
*Note that certain prompts cannot be used until you unlock
them with the hacking program*
To use a prompt just type it in after: A:\>
Example: A:\> (Help)
PROMPT: HELP - To show usage for any known system command
USAGE: Help
EXAMPLE: Help Dir
PROMPT: DIR - Displays list of files and folders at
destinations
USAGE: DIR or
EXAMPLE: DIR A: or DIR A:\Tools
PROMPT: CRACK - to access an encrypted RAM Drive.
USAGE: CRACK
EXAMPLE: CRACK
PROMPT: READ - displays the contents of a text file
USAGE: READ
EXAMPLE: READ A:\Text\Manual1.txt
PROMPT: EXIT - To exit hacking system and return to main
menu
USAGE: EXIT
EXAMPLE: N/A
PROMPT: DIAL - to dial a hard line phone number
USAGE: DIAL
EXAMPLE: DIAL 9495551212
PROMPT: DECODE - Use to decipher secret codes from the real
world
USAGE: DECODE
EXAMPLE: DECODE example
PROMPT: ROOTSEARCH - to search for root admin password
USAGE: N/A
EXAMPLE: N/A
PROMPT: CHEAT - To enter a cheat code
USAGE: CHEAT
EXAMPLE: CHEAT 0034AFFF
PROMPT: VIEW - To display the contents of a file
USAGE: VIEW
EXAMPLE: VIEW B:\ID\GUARD.IMG
PROMPT: PLAY - To play back a FMV file
USAGE: PLAY
EXAMPLE: PLAY B:\FMV\0.FMV
PROMPT: VIRTUAL- Gain access to a virtual drive
USAGE: VIRTUAL
EXAMPLE: VIRTUAL
PROMPT: TRACEKILL - to kill a trace program when it is
running
USAGE: TRACEKILL
EXAMPLE: TRACEKILL
PROMPT: DROP - to force a weapon to drop inside The Matrix
USAGE: DROP
EXAMPLE: DROP B1AXXF2
PROMPT: MAIL - To check for electronic mail [Email]
USAGE:
EXAMPLE: MAIL Admin Password
PROMPT: PORTKEY- use key to open communications port
USAGE: PORTKEY
EXAMPLE: PORTKEY 123
PROMPT: READBIO - to display character information on a
saved file
USAGE: READBIO
EXAMPLE: READBIO NIOBE.Bio
PROMPT: TRAINING- to force download a training program into
The Matrix
USAGE: TRAINING
EXAMPLE: TRAINING swordfight.dsk
PROMPT: HANDSHAKE - To open communications between users in
the real world
USAGE: HANDSHAKE
EXAMPLE: HANDSHAKE
PROMPT: REBOOT - To restart hacking system
USAGE: REBOOT
EXAMPLE: REBOOT
*NOTE- REBOOT will wipe out all your work and start you from
the beginning of the hacking game. Do not use this prompt
unless you want to start over again and loose all your
current work.
PROMPT: EMP - sets off an EMP pulse
USAGE: EMP
EXAMPLE: EMP
PROMPT: CLS - Clear the Console Screen
USAGE: CLS
EXAMPLE: CLS
PROMPT: ECHO - To print a string of characters
USAGE: ECHO
EXAMPLE: ECHO HELLO WORLD
PROMPT: VIBRATION - produces vibration from controller
USAGE: VIBRATION
EXAMPLE: VIBRATION 25
*Note, this may not be available in all versions of the game
(PC, GC with Wavebird Controller)
PROMPT: BEEP - play a sequence of musical notes
USAGE: BEEP
EXAMPLE: BEEP 8531
=======================================================================
==========
STEP FOR STEP HACKING GUIDE
============================================================
=====================
******NOTE YOU CANNOT UNLOCK THE SWORD IN THE GAME UNLESS
YOU ARE HACKING A COMPLETED SAVE FILE*****
* In order to explain the hacking system as easily as
possible, this section of the FAQ will come in a numbered
order. If you feel that you have a good understanding of the
hacking system, feel free to jump ahead in the walkthrough.
Just be aware that certain prompts and programs cannot be
used until they are discovered and unlocked. For example,
you cannot use the DIAL.EXE program until you have hacked
far into the system and unlocked it.
1. Unlock the Hacking System when you have started a new
game.
2. Return to main menu and enter Hacking game.
3. Press any key
4. Type in (HELP DIR)
5. Find commands (DIR A:) and (DIR A:\TOOLS)
6. Enter command (DIR A:\TOOLS), here you will find
CHEAT.EXE
7. Download CHEAT.EXE bye typing in the command (CHEAT.EXE).
Cheats can now be accessed and entered from the hacking menu
8. Enter (DIR A:\System), here you will find the READ.EXE.
Enter (READ.EXE) command to download. You can now read the
files in DIR A:\Text
9. Enter (DIR A:\System), find LOGIN.EXE. Type in command
(LOGIN.EXE) to download
10. Run LOGIN.EXE from the hacking menu. Enter (GUEST) as
user to access the login screen
11. This opens up DIR B:
12. Access DIR B: by typing (DIR B:), this will show you the
available folders in DIR B:
13. Enter the DIR B:\Tools. You will find that this file is
locked with a 5 digit binary code. Each code is randomly
generated for every game and every save file.
*Hints to find binary code*
-Binary code is a code made up of "1" and "0". It is a basic
programming code on which computers are based on.
- Enter (11111) as your code. You will then see a message
telling you how many of the numbers are correct and how many
are in the correct spaces.
- Example: if the message says, "4 digits correct, 4 in
correct spot" that means that one of the numbers you entered
as "1" must be a "0" instead.
-Experiment with the numbers and the responses you get from
your entry. Eventually you will find that what your binary
code is. Mine for Example was "11110" on one of my saves
14. After you have opened the DIR B:\Tools file, you can now
access a few new programs.
15. Download and Run (PLAY.EXE) and you will now be able to
watch FMV's that you have unlocked during the game.
16. Download and Run (DECODE.EXE) and you will now be able
to decode real world codes
17. Download and Run (TRACEKILL.EXE), you will now be able
to stop a trace on your location in The Matrix. More on this
later
18. Run the (READ.EXE) file that you had previously
downloaded. Use the program to read (A:\TEXT\Notez.txt).
19. Inside this text you will find a code for the virtual
drive. This code may be randomized but I have found it to
constantly be "FROZENFISH"
20. Go back to DIR B:\TOOLS and run (VIRTUAL.EXE)
21. When it asks for the password for the drive, enter the
password you found in the (NOTEZ.TXT) file "FROZENFISH"
22. You now have a limited time to solve a Kanji Puzzle.
There are three possible solutions to the puzzle. One
solution does nothing. A second one will start a trace
program. You have to enter (TRACEKILL) into the prompt
before the timer runs out or you are kicked out of the
hacking game. The third answer to the puzzle will grant you
access to the Virtual Drive (DIR V:\).
The answer to the puzzle looks roughly like this (This may
get messed up due to formatting and print layouts, ignore
the ">" it is used to try to pass any formating this FAQ may
go through). The answer resembles a plus sign on top of an
upside down "U" with small accents on the inside and to the
right of the symbol.
>>>>>>>>>>>>>1
>>>>>>>>>>>---------
>>>>>>>>>>>>>1
>>>>>>>>>------------------------
>>>>>>>1>>>>>>>>>>>>>1
>>>>>>1>>>>>>>>>>>>>1
>>>>>1>>>>>>1>>>>>>1>>>>1
>>>>1>>>>>>>>>>>>>1
>>>1>>>>>>>>>>>>>1
* If this image does not display properly, the kanji
resembles a Plus sign (+) on top of an upside down "U" with
a small accent on the left side*
23. Enter (DIR V:\) to gain access to DIR V: files
24. Enter (DIR V:\TOOLS) and run program (ROOTSEARCH.EXE)
25. This program will find you the password (THISISNOTREAL)
26. Enter (DIR V:\ROOT) and run (MAIL.EXE)
27. Punch in (THISISNOTREAL) for the password and read the
mail available
28. In this email you will find 4 telephone numbers.
001 949 555 01112
001 714 555 0187
001 213 555 0142
001 310 555 0111
29.Enter (DIR V:\TOOLS) and run (DIAL.EXE)
30. You can dial one of these 4 numbers and find these
results
001 949 555 01112 - *Operator* this request cannot be
completed
001 714 555 0187 - Line Disconnect,
001 213 555 0142 - Message from Morpheus. You are being
watched for your actions. You are in trouble Trinity can
help you.
001 310 555 0111 - Message from Trinity. Be careful. Gives
you the code "942",
31. Enter (DIR V:\ROOT) run program (PORTKEY.EXE)
32. Enter password 942
33. Talk with Trinity. Reply with "Y" or "N." Experiment
here and see what she says. You can type more then just "Y"
and "N", but that will get you through the section faster
34. Trinity will give you (CRACK.EXE) and tell you to
remember to crack the "8RAM"
35.Open (DIR V:\ROOT) run (CRACK.EXE). Enter (8RAM) to
unlock the RAM drive
36. Enter (DIR RAM:\) to access RAM Drive
37. Run (DIR RAM:\PROG) to find (SWORD.DSK)
38. Run (DIR RAM:\TRINITY) and access (TRAINING.EXE)
39. Select (RAM:\PROG\SWORD.DSK) to unlock the use of the
sword in the game.
******NOTE YOU CANNOT UNLOCK THE SWORD IN THE GAME UNLESS
YOU ARE HACKING A COMPLETED SAVE FILE*****
40. Run (DIR RAM:\BIO to find GHOST.Bio / NIOBE.Bio
41 Run (DIR RAM:\TRINITY) to find the program (READBIO.EXE).
You can now use this program to access stats on the
character that corresponds to the save you are hacking off
of
42. Run (DIR RAM:\Trinity) and download the (HANDSHAKE.EXE)
43. Run (HANDSHAKE.EXE) and start a discussion with SPARKS
aboard the LOGOS
44. Talk to SPARKS. Again, experiment with what you say to
him. I was joking around and said "I love you" and he
responded that I was just another of his adoring fans "= P"
45. When he asks for it. Run (EMP.EXE).
46. Just before you are done with Sparks, he will unlock the
Training Construct for you to access from the loading
screen.
47. You will also receive a message from Neo saying that he
knows you are out there. He tells you to "follow the white
rabbit"
48.You will now be booted out of the system.
49. Re enter the hacking system to find that (DIR LOGOS:)
has been opened
50. You can now access (DIR LOGOS:)
51. The (EMP.EXE) has been disconnected by Sparks so that
you "do not hurt yourself"
52. You can now access Spark's files (DIR LOGOS:\SPARKS) and
view some concept art from the game.
That is it for now. I will update this FAQ as I am able to
dig deeper into the hacking program. There are still lots of
things to be found (apparently). I also have to find out
where this white rabbit is that Neo commented on.
=======================================================================
FREQUENTLY ASKED QUESTIONS
=======================================================================
Q: How do I unlock the multiplayer game?
A: Enter the cheat (D5C55D1E) in the hacking menu. Once this is done
save your work and go to the loading screen. Load the save you just
hacked the code for and look to the far left of the level select menu
to find the multiplayer levels. Note that you need two controllers
plugged into your system for the multiplayer levels to show up.
Q: Why does my game keep crashing at that one point?
A: This could be due to a few things. The most common reason for this
is the use of codes on certain levels. Namely the Airport levels for
both characters. If you're using codes and this is happening, try
turning them off and playing through the level. If the game still
crashes it could be caused by a defective copy of the game or a scratch
on the CD.
Q: How do I turn off codes?
A: Reset your system. Some codes can also be turned off by reentering
them in the hacking program.
Q: How do I unlock the sword?
A: It is unlocked by completing the hacking program. Note that you need
to have beaten the game on the save you are hacking in order to unlock
the sword.
Q: Is there anything more to the hacking program?
A: I'm still unsure of this myself. With the decode.exe program there
could be a lot of things that we have yet to find in the game. At the
completion of the hacking you receive a message from Neo saying to
"Follow the white rabbit." While this could just be a sound clip to
keep you interested in the game, it may have some meaning. I have yet
to find anything resembling the white rabbit so I am unsure of the
meaning of the sound clip. For now I will say yes, there is nothing
left in the hacking program.
Q: Is Neo/Trinity/Morpheus/Agent Smith playable in the game?
A: Unless you are playing the PC version, everyone listed above except
Neo is available in the multiplayer game. The PC game only has Neo at
the time being due to mods and skins imported to the game. Sorry,
doesn't look like you get to play as "the one" in this one kids.
Q: Why can I not view the FMV's in the hacking program?
A: The most common answer to this question is that you have not
unlocked all the FMV's in the game yet. You need to beat the game to
unlock most of the FMV's in the game. You also need to do a few
different things at different times in the game to unlock certain
FMV's. To my knowledge, the PC version requires you to beat the game in
order to unlock any of the FMV's.
Q: How do I get into "insert name here" door in the training program?
A: You start off only being able to enter one room. You can then do a
training mission inside this room. Score 20 or higher in this level to
unlock the next brown door in the hallway and unlock the next training
mission in this room. To unlock the silver doors in the next room you
need to score 20 or higher on the sniper training mission in the
shooting range.
=======================================================================
SECRETS
=======================================================================
- Upon beating the game with either character, you can now unlock the
sword in the training.exe submenu in the hacking game. This sword can
now be used by either characters on their second play through or even
first play through of the game. The sword is not a regular weapon
though. It does not appear in you equipment screen, and it is not
viewable in your hands. The sword will appear once it is unlocked, when
you perform a weapon disarm or a throw. While it may seem a little
cheesy at first, it deals out a great deal of damage, and kills
vampires without the need of a stake. The sword is so strong, that it
can even take out the likes of Trinity, Seraph, Cujo, and Vlad in
merely two or three attacks.
=======================================================================
COPYRIGHT
=======================================================================
Copyright 2003 by Matthew Sajban (Irish)
=======================================================================
CONTACT INFO
=======================================================================
PLEASE READ THE FREQUENTLY ASKED QUESTIONS SECTION BEFORE CONTACTING ME
WITH QUESTIONS
Email:
mattsajban@lycos.com
Irishskin@juno.com
Website: http://www.dark-legacy.org/dlmain.shtml